#General modding chat

1 messages · Page 15 of 1

near parcel
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That will be slow regardless of language, as you would need to read a file, send it over the network, and respawn all assets each time the mesh changes

fallow fox
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how does the shinyness of a custom model work, is it per pixel or for the entire model?

radiant lion
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should be per pixel

fallow fox
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thx

near parcel
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per pixel determined by the alpha value of the texture

tribal gate
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Is it just me or is ludixi down

paper dragon
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does anyone know if its possible to create artificial gravity within a defined volume? im making a starcruiser map, and was wondering if i would be able to make gravity inside the ship and hangars

tribal gate
paper dragon
paper dragon
tribal gate
paper dragon
tribal gate
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yeah I know?

paper dragon
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idjk

tribal gate
# paper dragon im trying to simulate gravity inside my spaceship

I was trying to say that you could do the same thing I did and use the physics apply force function to make it work with vehicles and simply teleport the player when they aren't in a vehicle. I think that the teleporting will be hard to make it look good but it's probably possible. You would need to use a raycast or something to detect if they're touching/near ground so that you could stop it from happening though.

paper dragon
paper dragon
tribal gate
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yes but if you plan on trying to do gravity by pushing the player with it rather than for parkour reasons I don't think it will be very helpful to you

paper dragon
tribal gate
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that should work then

paper dragon
tribal gate
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both

paper dragon
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oh cool

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alr

tribal gate
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you'd need to get it's transform and set it's position to move it. Making it disappear and reappear rapidly is not a great or visually pleasing way to do it

regal bear
tribal gate
tribal gate
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A great example of feature creep from an old mod of mine

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I never did end up getting to the "Must have features"

latent pine
tribal gate
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Yeah I usually have my fingers near shift so I've gotten into the habit of not breaking up the lines and just shift scrolling

fallow fox
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is there a way to change how custom model LODs work because these look really bad from far away
also some models seem to not be effected by the LOD thing at all

mint grove
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Like us this made with curve modifier

fallow fox
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huh, its just a model made in blender

mint grove
radiant lion
fallow fox
radiant lion
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Since yours is on the ground you can add an extra Tri far underground and it should have a better lod

mint grove
ivory agate
paper dragon
# fallow fox just a 3d model nothing special

i see you are using blender, i am experiencing issues with blender to trailmappers. I made just a simple cube and took a chunk out of the center to make a tube, and every time i send it to trailmappers its just a full cube

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i was using it as a scale reference but its not working

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anybody know what im doing wrong?

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@serene magnet doeth thy have any inspiration for me 👉 👈

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so uhhhh, idk why iots happening, but TM is connecting the verts even when they shouldnt be, the internal geometry is all there, but for some reason its covereing the ends?

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I FIGURED IT OUT

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note the lack of dividing lines on the corners because i did a boolean operation, so it didnt change the mesh, it just put a hole in it

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well of course, i fix that and now it just dosent show anything

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no visual mesh in trailmappers

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and several thousand errors

crystal laurel
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is @radiant lion here? how ur formation mod work lol

crystal laurel
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hi

radiant lion
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Then what is the question? General how to use of now to use properly?

crystal laurel
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yee

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how does it work. lol

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oh wait

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nvm i see description now 😅

radiant lion
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-_-

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Well, if you still have doubts feel free to ask

crystal laurel
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sorry

ivory agate
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Usually the engine triangulates but as you've discovered it might not do what you want

paper dragon
oblique bone
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@cinder spruce once done, where should i post this if allowed. its a external program so idk if its a bad idea to post here.

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ignore the ai image, i cant do designs my self :(

warm canopy
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How are you communicating with the game?

oblique bone
scenic echo
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Can you get the position of a blueprint spawned with a mod? i tried but i keep getting errors

scenic echo
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@cinder spruce @radiant lion how did you guys make the formation flying mod to be so accurate in it's position? is it a pid?

radiant lion
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Ye

cinder spruce
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yes, its jess’s pid that i used

radiant lion
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Tho in the original one I did something quite stupid, like considering the previous plane position 0,0,0, which is what prompted aj's v2

oblique bone
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in modding?

cinder spruce
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i honestly dont know

ivory agate
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Static as in typed?

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Because then another reason would obviously be type checking

radiant lion
oblique bone
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and my other mods

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ama see if i can catch one of the higer ups in the general chats

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and ask em

near parcel
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if it requires running code outside of the game, it's a liability

oblique bone
near parcel
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if something bad happens, the devs would be responsible for allowing it

crystal laurel
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hi can blender be used to make maps for trailmakers?

oblique bone
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@near parcel my jarvis mod communicates to "C:\Program Files (x86)\Steam\steamapps\common\Trailmakers\mods\Jarvis - by Criticals\data_dynamic_willNotBeUploadedToWorkshop"

but i have had multiple ppl say that the file path dose not exist even tho mod is installed. but for some ppl it works. can u pls explain why and where the file path gose if u have any idea. iv tryd debuging it with a user who it did not work with. the mod folder would literaly not appear in the mod file only in the workshop file with raw code

near parcel
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Read the last dir name again

oblique bone
# near parcel Read the last dir name again

ik its not meant to. the mod creats json files in there. but the whole mod file dose not get created. like "C:\Program Files (x86)\Steam\steamapps\common\Trailmakers\mods\Jarvis - by Criticals" is not there but he got a log in the mods folder showing it was downloaded. and it was in his workshop folder

near parcel
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because that's not where mods are installed

warm canopy
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On workshop it saves to a different folder

oblique bone
oblique bone
near parcel
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trailmakers/mods is only for local mods

warm canopy
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You basically need to be look in C:\Program Files (x86)\Steam\steamapps\workshop\content\585420

plucky pewter
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For a mod I am working on I want to draw shapes in the UI.
I was told I need to do it with 3D objects in front of the camera (how do I get camera position?).
Can anyone help me with something like an example mod or some tips?

cinder spruce
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you cant rn
im doing something similar but im just assuming the camera center to be a specific position

near parcel
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you can only know the camera position of cameras set by the mod

scenic echo
fallow fox
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nice

plucky pewter
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Cool, tested it and it works well.

regal bear
plucky pewter
mint grove
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So um how many vertecies is to much again

fallow fox
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around 32k is the limit iirc

mint grove
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And will it change anything if I slice it up into individual sections

paper bone
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Yes, the limit is per mesh iirc

mint grove
scenic echo
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How can i make my ui text a different color?

fallow fox
regal bear
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Just updated Track Creator Plus. Details here: #1404642052129423466 message

fast oyster
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i get this error whenever i try to load my map with textures, they are 2k and under 10mbs is that too high?

regal bear
fast oyster
regal bear
fast oyster
slim hatch
ivory agate
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you use the update function for stuff that happens each frame right? can't get anything to happen so I'm not sure if I need to set a callback or something

cinder spruce
ivory agate
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I realized you couldn't have it local

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I just automatically named everything local

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Not sure this is the best way to make a loop that needs to initialize but eh I guess it should work, I couldn't find anything about setting an on-update callback

near parcel
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there is no on-update callback, the global update function is everything there is for now

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if you need to initialize something, you can do it at the top level of the module (and with onPlayerJoined callback if it's player related)

ivory agate
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yeah I just did it on player join

ivory agate
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damn no 0bN syntax

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kind of surprised 0x worked then

near parcel
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on lua or json?

tribal gate
# near parcel you can only know the camera position of cameras set by the mod

Speaking of which do you think I could track camera position by setting the position then somehow tracking mouse movements. Idk if tm mods support using things like libraries but if it does I was thinking about finding on that tracks mouse movement. If it doesn't my idea was to use the ui register mouse down function but I'm pretty sure it doesn't work how I want it to. Even if I did get it working there would be a ton of issues with there being so many camera modes on top of that being able to zoom in and out would be difficult to deal with too.

near parcel
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there is no way to track mouse movement, because that happens client-side

tribal gate
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somehow I completely forgot I would need to make it work in multiplayer

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I was also thinking of tracking player rotation

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but that would be inaccurate

near parcel
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registermousedown uses a raycast, giving you world coordinates, not mouse movement. It also requires the user spamming the button while moving the mouse

tribal gate
ivory agate
lime sequoia
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can anyone give me the modder role so i can post on #1123915629653667943 ?

near parcel
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you can use #1196793172429394050

ivory agate
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I cannot tell why one of the examples work but mine doesn't

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Is the playerId you get from currentplayers different from input callbacks?

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because it seems so

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oh it's just a capital letter

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is there really a 64 character limit? or any way to get around it

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I don't want to start doing formatting stuff but I guess I have to

near parcel
ivory agate
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Kind of works :P

ivory agate
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because obviously not everyone needs each other's UIs

latent pine
ivory agate
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yeah just a chip 8 emulator, I thought i'd be able to make something like an amiga or at least a c64 but it seems like even writing 2 kilobytes of text per frame will be too much

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(because of the network thing)

near parcel
ivory agate
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something other than the addui functions?, because that's what I'm using and those require a player id

near parcel
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yeah, because it doesn't make sense to create an UI on the server where nobody can see it

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you can use logs instead of an UI i guess if you want it to be server side

cobalt sapphire
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Hi is there no way to place down building blocks using code? I plan to create a playback of the building process and the use cinematic camera to record the building process, is there any way of doing this?

near parcel
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No

ornate plaza
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laser pointer mod wip

ivory agate
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So you can only really go up to like 30 or whatever "things" before everything just slows down massively

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I was considering trying to make a SWE solver but that's probably not possible considering how the modding api works

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(or if it is it would be too slow to get any reasonable detail)

ornate plaza
ornate plaza
formal crane
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@cinder spruce a little crude example for inspiration

tm.physics.AddTexture("particle.png", "fx_particle")

local particle_a = tm.particleBuilder
    .SetShape(tm.enums.particleShape.cone)
    .SetShapeAngle(15)
    .SetShapeRadius(0.3)
    .SetPosition(tm.vector3.Create(10, 0, 10))
    .SetRotation(tm.vector3.Create(0, 0, 0))
    .SetEmissionRate(30)
    .SetLifetime(0.8, 2.0)
    .SetStartSpeed(0.5, 1.5)
    .SetStartSize(0.05, 0.12)
    .SetStartColor(tm.color.Create(1, 0.45, 0.1, 1))
    .SetEndColor(tm.color.Create(0.3, 0.1, 0, 0))
    .SetGravityMultiplier(-0.2)
    .SetTexture("fx_particle")
    .SetLooping(true)
    .SetDuration(0)
    .Create()
particle_a.Play()

local particle_b = tm.particleBuilder
    .SetShape(tm.enums.particleShape.sphere)
    .SetShapeRadius(0.5)
    .SetPosition(tm.vector3.Create(0, 2, 0))
    .SetRotation(tm.vector3.Create(0, 0, 0))
    .SetEmissionRate(0)
    .AddBurst(0, 80)
    .SetLifetime(0.4, 1.2)
    .SetStartSpeed(3, 8)
    .SetStartSize(0.1, 0.4)
    .SetStartColor(tm.color.Create(1, 0.9, 0.2, 1))
    .SetEndColor(tm.color.Create(0.2, 0.2, 0.2, 0))
    .SetGravityMultiplier(0.3)
    .SetLooping(false)
    .SetDuration(0.1)
    .Create()
particle_b.Play()
cinder spruce
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hmm interesting
thanks

formal crane
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I also like to look at other games mod api, can be very helpful to see what they come up 🙂

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Main thing I always think about with these is that one might also need a SetParent function. I don't think PioNet is good at supporting hierarchy changes -- but usually you want the particles to be attached/parented to objects

cinder spruce
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hmm what about a trailrenderer too?
in the same vein, and a bit simpler

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finally,
real trailmakers

formal crane
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I mean it could be made via these particles to some degree. But I would otherwise consider that a different thing if it was to directly connect with Unitys own Trailrenderer

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But yes, seeing some of the Kerbal FX stuff I think it could be very relevant 😉

warm canopy
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Holy smokes, particles would be amazing HappyCat

formal crane
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bet

fallow fox
formal crane