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 Post subject: Re: McSlash's Mods
PostPosted: 06 Apr 2015 12:04 
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road tourist
road tourist

Joined: 17 Aug 2014 10:23
Posts: 77
Owned TM-games: TMU
Manialink(s): mec!
Nice :thumbsup:


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 Post subject: Re: McSlash's Mods
PostPosted: 11 Apr 2015 07:49 
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speedy pilot
speedy pilot

Joined: 12 Mar 2011 00:44
Posts: 331
Owned TM-games: TMN, TMU, TMF,TM2all
Realy nice stuff.

Also a question for you :

During night mood there are some blue lines who popup , next to the grid.
You have a race track where you drive on , next to that is a sort of grid and then you see those blue lines. Only during night.

Can those be removed ? Or change in color ?


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 Post subject: Re: McSlash's Mods
PostPosted: 11 Apr 2015 20:10 
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cyclist
cyclist
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Joined: 04 Jun 2008 08:07
Posts: 41
Location: California
Owned TM-games: TMUF,TM2S,TM2C,VSK5
Thanks for all the props, good to be appreciated.
Weasel-Yep, just about everything can be altered . . . look for .dds files that end in "L"; especially StadiumRoadL, and StadiumRoadL2, and StadiumLoopL. "L" is for Luminous, or is that Loser?

I'll have to knock out some more soon, eh? :gobananas: :roflol:

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RMc____
"Plans are useless, but planning is indispensable" Dwight Eisenhower


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 Post subject: Re: McSlash's Mods
PostPosted: 12 Apr 2015 22:06 
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highway camper
highway camper

Joined: 12 Apr 2015 20:56
Posts: 1
Location: Australia
Owned TM-games: TMUF, TMNF
You are an inspiration McSlash. Love your work!

I downloaded your mods and got to work for the last week repairing some old mods I had downloaded a long time ago, they have texture issues and such.
As a result, I learned pretty fast on my own, but I've just been figuring out everything for myself, just figured out how to do the textures properly as well using Photoshop.

Nice one!


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 Post subject: Re: McSlash's Mods
PostPosted: 18 Apr 2015 08:56 
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speedy pilot
speedy pilot

Joined: 12 Mar 2011 00:44
Posts: 331
Owned TM-games: TMN, TMU, TMF,TM2all
Just another question :

How do I know to save the dds files ?


DXT1 1bit alpha
DXT1 no alpha
DXT5 interpolated alpha

Somehow when I save those files , some parts are missing ingame.

Is there also a way to load the MOD without restarting the game everytime I changed something ?


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 Post subject: Re: McSlash's Mods
PostPosted: 20 Apr 2015 17:16 
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cyclist
cyclist
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Joined: 04 Jun 2008 08:07
Posts: 41
Location: California
Owned TM-games: TMUF,TM2S,TM2C,VSK5
Weasel-
I learned by trial and error, whenever I load up a dds file into my photo program, I check its properties, or image information. The number of alpha layers if any will be listed.
When you create a transparency you save the mask to an alpha channel in the layers drop down box, but you can check existing alpha masks in the same layers menu, look for load mask from alpha channel. This allows you to see the alpha mask.
I have purposely gotten rid of alphas that I did not want by saving as "no alpha", but when I create a file like those in Grid Mod, with its major transparencies, I save as "explicit alpha".
I have to admit I am a little shaky on the specific differences between interpolated and explicit alphas.
I never use DTX1 1 bit alpha.

As for restarting the game . . . I think that is just part of the territory when dealing with computer programs.

Really glad you all enjoy my Mods.

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RMc____
"Plans are useless, but planning is indispensable" Dwight Eisenhower


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 Post subject: Re: McSlash's Mods
PostPosted: 12 Oct 2016 22:46 
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pedestrian
pedestrian

Joined: 07 Feb 2015 11:06
Posts: 11
Owned TM-games: tmu
Great to see theres still some creative stuff around, have fun creating :lovetm

:1

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 Post subject: Re: McSlash's Mods
PostPosted: 28 Apr 2017 12:31 
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highway camper
highway camper

Joined: 28 Apr 2017 11:47
Posts: 1
Owned TM-games: TMNF
Great work there! I've also played this game for yeeeaaars and only in the past week have I jumped into the pit of chaos :3
Modding is not all that hard, but it's not all that easy...

One tip for you (when working between TM and an image editing program):
TM keeps a cache of files once a mod is loaded.
To clear the cache you either have to restart the game, or load a different mod :P

To save time here, keep both open!
Create TWO *.zip files of your mod, for example; 'workshop1.zip' and 'workshop2.zip'

Workflow example:
-edit image
-save to 'workshop1', export to zip
-(in TM) load 'workshop1'
-edit image, again...
-save to 'workshop2', export to zip
-(in TM) load 'workshop2'
repeat... FOREVER :gobananas:

I, uh, hope that makes sense.

Make sure your zip files go to the 'Mod' folder in your MyDocs game folder.

Now, I'm still looking for definitive answers about moding the MOODS. I'm busy playing around with it and nothing is changing. Gad-daym... Anyone know what's going on with those files and how to make a difference... Let's be the change we want to see :1 :3


Another thing... from what I've read so far, it sounds like most, if not all of the *D.dds, or 'Dynamic' files (the ones that actually look like the game) should be saved with 1 alpha channel??? very confusing.
Early days for me. Once I learn more I'll share what I've learned :)


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