Welcome, Guest. Please Login or Register
TMA - Temporary Board
 
  HomeHelpSearchLoginRegister  
 
Pages: 1 ... 50 51 52 
Send Topic Print
TM 1+2 Modding thread (Read 176119 times)
Cambelt
Human – Fungus Hybrid
*
Offline


I Love Space Jam!

Posts: 7
Re: TM 1+2 Modding thread
Reply #765 - 09/07/18 at 03:32:37
 
Marltoro wrote on 09/06/18 at 23:29:40:
I think Adonael's right. We should just remake the cars as low poly vehicles with HD textures.


Could you use quadric edge collapse decimation on MeshLab to convert a high poly vehicle to a low poly vehicle but maintaining the HD textures?

Just trying to figure out a method to accomplish what you said.
Back to top
 
 
IP Logged
 
000001
Certified Astronaut
***
Offline


I Love Space Jam!

Posts: 27
Re: TM 1+2 Modding thread
Reply #766 - 09/07/18 at 07:17:32
 
I am the guy who did the garage. I have all textures and models from every Twisted metal.
...
...
Back to top
 
 
IP Logged
 
Marltoro
Senior Member
****
Offline



Posts: 254
Ohio
Re: TM 1+2 Modding thread
Reply #767 - 09/07/18 at 08:07:57
 
Did you find any cut content from those games?
Back to top
 
 
IP Logged
 
000001
Certified Astronaut
***
Offline


I Love Space Jam!

Posts: 27
Re: TM 1+2 Modding thread
Reply #768 - 09/07/18 at 08:27:16
 
I mean I got so many objects and meshes. So far I got everything. Not trying to skip anything. I did find the grinder / missle truck.
...
...
Back to top
 
 
IP Logged
 
Sharp
Superhero Accountant
****
Offline


I Love Space Jam!

Posts: 58
Re: TM 1+2 Modding thread
Reply #769 - 09/07/18 at 22:19:54
 
...
...

UV mapped and ready for the garage. All Head On models.
Back to top
 
 
IP Logged
 
†Adonael
The World's Fattest Gymnast
********************************************************************************
Offline



Posts: 1107
Re: TM 1+2 Modding thread
Reply #770 - 09/08/18 at 00:44:09
 
This is legit, me NOT being a dick Sharp.

But this thread is about modding not ripping models.

Now you are spamming other peoples threads instead of creating your own. Calm down man.
Back to top
 

---===Ring Master===---


The original "Bluedeath" since 19whateverthefuck.
 
IP Logged
 
Marltoro
Senior Member
****
Offline



Posts: 254
Ohio
Re: TM 1+2 Modding thread
Reply #771 - 09/08/18 at 01:46:24
 
Sharp, I think you'd be better off keeping all the ripped models in one thread. That way we can easily keep track of your progress in one place.

I'm going to make a separate thread for the map editor once it's done. It will be strictly meant for discussing bugs, features, and updates for the map editor itself.
Back to top
 
 
IP Logged
 
Marltoro
Senior Member
****
Offline



Posts: 254
Ohio
Re: TM 1+2 Modding thread
Reply #772 - 09/26/18 at 09:01:19
 
I'm going to release the Map Editor on Saturday, September 22nd

I'll upload some more screenshots/video footage tonight or tomorrow.
Back to top
 
 
IP Logged
 
Sharp
Superhero Accountant
****
Offline


I Love Space Jam!

Posts: 58
Re: TM 1+2 Modding thread
Reply #773 - 09/26/18 at 18:13:02
 
Here's my mod then.. well one of them so far.
Back to top
 
 
IP Logged
 
Sharp
Superhero Accountant
****
Offline


I Love Space Jam!

Posts: 58
Re: TM 1+2 Modding thread
Reply #774 - 09/26/18 at 18:15:41
 
Yeah I wish I could delete posts. Sorry for the posting so much. I'm just really happy to have these after trying for around 8 months. It's not been easy.

Marltoro wrote on 09/08/18 at 01:46:24:
Sharp, I think you'd be better off keeping all the ripped models in one thread. That way we can easily keep track of your progress in one place.

I'm going to make a separate thread for the map editor once it's done. It will be strictly meant for discussing bugs, features, and updates for the map editor itself.

Back to top
 
 
IP Logged
 
Sharp
Superhero Accountant
****
Offline


I Love Space Jam!

Posts: 58
Re: TM 1+2 Modding thread
Reply #775 - 09/26/18 at 18:16:36
 
Your right. Sorry.
†Adonael wrote on 09/08/18 at 00:44:09:
This is legit, me NOT being a dick Sharp.

But this thread is about modding not ripping models.

Now you are spamming other peoples threads instead of creating your own. Calm down man.

Back to top
 
 
IP Logged
 
Marltoro
Senior Member
****
Offline



Posts: 254
Ohio
Re: TM 1+2 Modding thread
Reply #776 - 09/30/18 at 12:27:06
 
Here's a couple screenshots of the AI path system. Basically you just point and click where you want AI nodes and then you just link them together.

I'll upload a video of it later tonight or tomorrow. Also shortly after the map editor release I'm going to upload a newer version of the Toolkit with some bug fixes. Some people were having issues with replacing textures.

... ... ...
Back to top
« Last Edit: Yesterday at 05:06:36 by Marltoro »  
 
IP Logged
 
Pages: 1 ... 50 51 52 
Send Topic Print