#Trailmappers
1 messages Β· Page 2 of 1
funny bug when you resize then copy itll reset to previous value
Request for features:
- Rotation brush/ randomized rotation
- Scale jitter
- Area Select
Randomized rotation (for duplicating)
When building natural terrain, rotating the prefabs used to build blocks creates a great amount of visual interest and prevents patterns from occuring. This is highly useful for: forests, natural terrain, ground placement, etc.
By far the simplest randomized rotation would be around the local Y axis.
An additional, level of rotation randomization would be a controllable up randomization, that is, it points prefabs duplicated in a slightly random direction
Scale Jitter
Another option that greatly improves terrain/worldbuilding, would be to add an option to slightly modify the scale of objects placed. This can either be a uniform scale modification (useful for buildings and such), or a per-axis modification (terrain)
It should have an option to also randomly mirror the object (along X/Z axis) , which complements randomized rotation.
Area select
This one is for assisting in the combination of several map files, as selecting several thousand objects to move them as a group is nigh-impossible. The selecting all of the same kind is good, but doesn't work for moving areas of maps closer or farther together
As a note: Most terrain I've placed is through duplication while dragging a segment to be cloned, so the scale jitter also is intended to apply on duplication. This would serve most useful, as the duplicate can be modified but the selected part can remain unchanged, preventing random changes into a very small or large size.
Rid said that grouping is in very high order as well as a snap select
Idk if this is a bug but i am uploading a map from blender and putting it into trailmappers which u may be familiar with. i add a .png file as a texture to say for example the road and it loads and works perfectly (in trailmappers) so i export to trailmakers when it loads in it does'nt load the texture instead is a plain white texture idk if its just something tralmakers cant deal with or maybe the texture needs to be a different file but any advice helps and i can send ss if u want to see what i mean
if im uploadin a map to the workshop....and keep editin it and adding stuffs, it will be updated as well?
so trailmakers takes a very long time to load textures, but if you wait long enough it will load. I've had to do some insane optimizations in order to get textures to load quickly, but if you know what you're doing it can be done
i dont know if is the right place to suggest it or in #1123915629653667943 but it would be awesome to have a Gravity Orb.
something like in space that every planet have a diff gravity.
with this thing, i can make my map as floating planet that have gravity :))
That could technically be done easily enough, just it might only affect player builds
What kind of optimisations did you do ? And how long would I roughly have to wait for them to load
So, in noiro's spherical planets mod, (which i made some models for), the cleverest optimization i could think of would be using vertex colors for the planets. This means the points of the mesh are colored, but not textured.
Trailmakers doesnt support that. But, a way to approximate that is to make a long and skinny texture, and assign the points texture coordinates along that graident. This reduces the texture size to 256 pixels (or less if you want)
This worked for the planet since it was exclusively one gradient, and the mesh UV (Tex coords) was generated procedurally, same as the mesh.
You can download the mod and take a look at the internals, as well as the planets
is this before exporting it to trail mappers
ye before
tryna load this model but every time i load the mod it freezes and just doesnt do anything, sometimes it will white screen and crash. its literally only 1 object with 15k polys and a 1000x1000 texture
game is still running like i can go into pause menu and animations are playing and stuff
Try making the size of the texture 1024x1024 (or 512x512)
i did didndt help just reduced poly to about 10k and works now
also tested without texture same thing
damn
1k texture feels a bit small for a map of that scale but idk maybe
i could see it if it was like background scenery
anyone know why my mesh does this? (yes, it should be correctly triangulated and face normals are also correct)
yes, the topology is messed up, i used limited desolve, it still doesnt explain the artifacts
so apparently turning the tris to quads actually helped. dont really know how, but it works. if anyone can, pls explain why
some mesh issues continue to persist tho, mainly some parts just straight up missing or them being kinda funky. if anyone knows why, let me know
(there is supposed to be like a branch out instead of the nothiness
(the exact same mesh just on my computer instead)
mesh system working as intended π
mmmm raw spaghetti π
giant enemy spider has passed trough this area
It was the tris amount, had to separate to 4 individual objects
Ive been going on about the mesh importer for a couple years now, I canβt stress enough how itβs flawed
Did you talk with Azi about it? I know Azi has dealt with weird issues like that and fixed them
surely this is not the only mesh importer plugin out there for unity, right?
the importer doesn't even support n-gons π¦
I think they are using a user created obj importer that came out in 2019, used to be a forum for and in the last few years people have been complaining about various bugs with it and problems. Forum seems to be gone now. Creator of that system if its the one the devs are using hasn't updated it since release.
Other solutions exist but they aren't free
bro what is this
well the only "fix" that there is (or at least that i know of now), is just limiting the amount of tris you load with individual models. Which complicates stuff, but it is what it is, at least i can get it to consistently spawn in now that ive separated it into 4 diffrent objs
high vertex count
try splitting it into multiple meshes and loading them seperately
only way to fix it without lowering vertex count significantly as of now afaik
yeah thats what i did, seems to behave normally now
now make proper terrain with performant grass and nice trees :D
|| with grass/dirt/sand surfaces mixed in||
dont worry ill do mountains and ill try do work some magic to make the vegetation not burn my pc down but look like forests
the plan is to make vietnam inspired landscape
the grass is set to non collidable, anyone got any trick up their sleeve to fix it? i tried putting some faces up or under the model, no help
grass
wheels use raycasts so triggers appear as not-so from the top face, try adding a tiny untextured face or smth really high up in the model, to extend the collision box to a point where the wheels won't try to drive on it immediately
I tried that already, but ill try again, maybe tinker with it a bit and see. Thanks π
forced to touch grass
in fact, i cant touch it. im levitating on top of it
that makes it even more hilarious
he is so allergic to grass that he would rather levitate than touch grass
test
of what?
it got put out of the channel view bc of inactivity i think
there is anyway to view the map while pressin TAB ?
I don't think so
wait no its just a diff model
why :(
(some sort of LOD issue, only happens at a medium distance)
i remember trying to port this specific model and then getting one from @ lamercs in the end so it might not be complete i didnt check it with the game. it was kinda scuffed coz it was separated into like 5 different models each having different origin points
Possible to export map as STL? Would make modeling a racetrack on top of existing geometry much easier
what yall think of the layout?
layout/10
Looks like a logotype to me
Bug with trailmappers:
Manage maps main menu screen does not accomodate for different window sizes
Feature request: allow the Test zone ground to be optional
Bug: Model offsets for drag placement are broken on different scales
Also if you are looking for help I have experience in Unity and am willing to contribute
(As well as programming experience)
Another bug:
overwriting models in an external program will not update the models in trailmappers without a reload
(which proves extra annoying when trying to update models)
it is
u can
esc > settings > 3rd tab (appearance) u can turn it off
Oh, well im blind
u wouldnt really want it to auto export the map if the user doesnt want it to
not rlly a bug
No as in i mean the model inside trailmappers view does not update
hmm, never had that issue before
I was fighting blender on which way the normals were calculsted and it drove me nuts because no matter what i did they were always the wrong way aeound
But i only realized that trailmappers wasnt updating the model in view after like 20 min
does it use the new model when you add it to the map?
Have yet to test that
sometimes it helps to show the face orientation for debugging normals in blender, and one can Shift + N to recalculate the normals for the selection, with an option to invert them in a pop up of the bottom left corner, similar to adding a simple 3d mesh to the scene, however you likely already know this
BEEG map. As you can probably see not finished
That track you see is 14.5 miles long
Does it need more corners?
image 1 wheres the size comparison
for all i know you coulda just ctrl+a and then scaled it down
Well the carrier didn't render in ortho, but here it is. That's the unmodified size of the carrier
oh so the canyon area is even wider than the desert race island island thing's roads
It dwarfs any vanilla map
and i can smell the copy paste and repetitiveness of the rockface in that canyon
looking from the top
Look the tools for randomized rotation are not great
do the randomization yourself! :D
and also add literally any other prefab to hide it
I have done that on earlier segments
Just use different rocks randomly objects and rotate them randomly
btw those grass prefabs look like 1 pixel in the texture take up about atleast 10 meters
Yes but i've spent already like actual hours just rotating stuff
i just said that, if "different rocks randomly objects" means random rock prefabs
how long does it take you to rotate one object...
about 5-10 sec
bro wth
it takes me like 1-4s
and i spend more time on ones that matter more
is that the default rock + tree prefab
cause you might wanna manually place the trees, irl trees wouldnt just stay at the same angle as the rock as they grow
far left feels like it would be very flat, might wanna add more to it
its like how in official maps
they use a pretty flat terrain thing
I saw a tree grow at a 90 degree angle on a flat surface π
and then shove loads of prefabs all over it
yeah and then it slowly grows facing up
right?
like
So on average it takes me 4-6 seconds to rotate a rock prefab, considering that the selection of custom meshes is broken
it naturally bends so that its growing upward
like I click anywhere on my screen it selects my 14 mile track
then I have to click again for the actual thing
simple solution just move the track upwards enough that you wont select it
no fucking joke I clicked here and it selected the track π
and then move it back down when youre done
just wait for when the tooltip when you would select the custom model is gone
and then clikc
buddy i dont think trees do that
It grew up for 10cm then turned 90 degrees and started growing left
at the very least they gonna do this
the truth can be stranger than fiction
Nah just left
such as:
then your tree is drunk
that is satisfying
All in poland are drunk π
see it tries to correct
sometimes
notice how most of the angled ones curve upward
thats just perspective
it cannot be perspective for every single branch
yes in fact, it can
No they seek the sun
most of the time it is
i said usually
Polish soil has 20% vodka so tree drunk
this feels fake but idk
Trust
looks pretty real to me /j
but you see the one above it
its nearly fully left and then bends upwards
bc the sun is usually upwards
no but it would happen if the palm tree fell over, didn't fall all the way, the roots strengthened to keep the palm from falling, and the palm continued doing its thing
okay i guess to you its 100% impossible so no point in arguing this
have fun with your silly looking trees
The water doesnt interacg with the cliffline from what I see so prob fake
the water is calm so there'd be little interaction
"Tree seek sun 100"
A little β none
from what it looks like if there is interaction it's simply occluded or out of frame
Also the water looks like it just stops existing after a few km
average horizon moment
Captured on nokia 3310
Trees get to have scoliosis too
anyone say more than 90?
stop it before I leaf
how to import custom objects from blender to trailmappers? is there a tutorial ? help pls
you summoned me?
open documents\Trailmappers\Custom Models
just drag and drop your .png and .obj
Postion
What did I do? You left me stumped.
theres a way to define which material the custom model is?
in the editor i can see the texture i used but in game it doesn't load. is there a specific format/setting to use when exporting a png for it to work? or is the 3d model (obj) the problem?
no. You can only use the alpha channel of the texture for the roughness
you need to export the uv maps with the model, then in game load the texture and mesh and spawn the object with a reference to both
How big is your png and how long did you wait to see if the texture loaded? TM takes takes a stupidly long time to load custom object textures. Something like 5 mins for a 1024x1024 pixel texture.
i didn't have a uv map. i was using tinkercad (just geometrie for 3d printing). i switched to blender and everything works
oh god the angle
object of inappropriate nature....
it exists in base trailmakers
resending screenshot but at different angle in preview because that one was... weird
not much better tbh
none of the angles are
no
No :(
not with the modding features we have now
isnt it like if we set alpha to 1 is more grip
if 0 is less
iam testing it i guess it works
i can spin on 0, and dont even spin on 1
Isnt that just for object roughness
it should
k it doesn't work like that
it changes friction and reflective smoothness at the same time? I had no idea
I dont think it does
I forgor if it exists but does randomized rotation around the normal of wherever an asset is being placed exist in Trailmappers? And how would one access/use it if it does?
they really should add it, I've needed it multiple times in the past few weeks
ANY one understand this?
the function for that doesnt really work
I'm quite sure it's just some object not caring about that setting, probably due to how the unity asset is made
you could always just have a custom model for it, although those will also sometimes not care about that setting sometimes
My understanding is that custom models suffer from the convex/concave hull collision always accepting a hit from the vertical raycasts of wheels and the player - even when 'istrigger' is set.
Someone (ALVAROPING maybe?) mentioned that to get around this you can add a polygon very high up above the rest of the model. I've tried it and it does seem to work.
i dont even know how to do a custom model π
skill issue !
Hi there, i want to make a race track from real life, any suggestions? Nurburgring seems to be a bit thin for trailmakers
or better to make a custom one?
Nurbirgring and tsukuba have already been made
Learned a bit of texturing
Nurburgring kinda laggy
Yeah, it do be a lot of blocks, and the new slower importer doesn't help
Now you could make some curves out of single objects, slower initial load, but less lag
Iam making a whole road as a single object xd
Yeah, now that you can make concave objects that's an option, just make sure it doesn't have too many triangles
Squares are just 2 triangles
does anyone have a tutorial on how to make custom modals (yt link preferably)
i dont have one
the trailmaker can walk on trigger objects for some reason, and wheels can also drive on it, Trailmappers doesn't actually disable the collision it just uses the set is trigger funtion
As I mentioned above, apparently the player and wheels use raycasts to detect collisions. Objects and structures use collision meshes. The 'setIsTrigger' function disables physical collision for collision meshes but the player and wheel raycasts still detect those triggers.
ah I didn't see that message
All good π
I can confirm that with custom objects the extra polygon placed high up does work.
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those are even worse at that lmfao
does the polygon need to be horizontal or vertical? i tried it some time back but it didnt seem to fix it, i could have just done it wrong tho
#1226065444364877835 message
still did this even after the high up polygon was placed
After more experimenting I've found that it doesn't work as well as I'd hoped but you can make it work in some circumstances - but only in specific ways.
Eg
in Blender I added a single tiny, horizontally flat triangle to a custom mesh. The triangle was 20m high directly above the rest of the object. This allows the player to cleanly clip through but the wheels still bump it a little. I tried 8 triangles, wide apart to define a 'box' around the object and that does work but the wheels still clipped at the boundaries of the invisible box.
kinda stupid how making it not collidable sometimes makes the colisions much worse lmao
but having grass the way i tried and also have it not collide would be the best for perfomance. i test spammed a lot of those objects i showed in the .gif and the game surprisingly handled them fine regarding the fps
does something got updated?
my all custom objects are now very glossy
oh
its just i was playing on minimum
on higher ererything is glossy lol
didn't know that
that's based on the texture, if you lower the opacity it will be less glossy
god i want marquee select so badly
trying to do this technique for terrain is gonna be a pain without it
i think one of the blueberry bush types was removed from trailmappers? i think both blueberry bush types should be available
How does one update a map?
workshop? just upload the same mod i think
oh wait no
go to the workshop ingme
then edit
i think
Thanks!
That seemed to work. Map should be fixed now.
Is there a mud surface in the editor?
no unfortunately you cant modify grip properties of objects
just not possible with the current API
Are they planning to update it? Terraforming smooth terrain is
tough
modding api is very low priority when it comes to development, we kind of recently had an update so dont expect much new for maybe 3-5 months (although i have heard next update is supposed to be quite big, which might include plenty of modding stuff)
does someone had an issue with manage maps, i have infinite loading
have you spawned in a purple spacesuit chirpo
nope, i have just infinite loading when i press manage maps button, everything else works fine
weird
How to completely delete trailmappers files? I tried but it still holds data like old maps files names
i think some map is corrupted
hate that steam hides files in multiple places
or where trailmappers saves maps?
documents/trailmappers/saves
thx, finally it works now
Am I allowed to put suggestions for trailmappers here?
Because I have some suggestions that I think would be good for the entire experience
Is the purple spacesuit chirpo cursed?
doesn't load properly iirc
Yes
Took me 2 hours to figure out 1 purple chirpo was the issue
The whole map stopped loading bcs of the aura it had
Yeah?
Nice
1: ability to import blueprints as models so people can have their creations as parts of the world (alternatively, parts that look like the trailmakers ones in the part menu so we can reconstruct our creations)
2: a snap to grid mode that snaps to the same size grid as the trailmakers builder, paired with above suggestion it would be great
3: Melvin in the animals menu 
(Also please make the GC-4020 model able to be moved, would be amazing to have one we could move)
- that'd need importing of all tm part models, which is really goofy and would take years to load
- melvin isn't a modding prefab, so you'll need to use custom models
What about alt 1 and suggestion 2?
I'm just a normal everyday modder doing modder things, so I only replied to the things I know about and felt I should reply to while I'm here (grid would be possible but I have no relation to the Trailmappers team so I chose not to comment on it), and I don't think there are any other prefabs that look heavily like tm parts, as afaik all prefabs for now should be in trailmappers
Ah ok
- can't be done. The blueprint files have only have binary compressed data made specifically for the game, another program won't know how the block positions are supposed to be loaded
I'll just have to make some custom block models in blender (if I can work out how to use it)
Mikauo 3d modelled in of his TM cars and put it in the tsukuba map, that's pretty much what you have to do unless you want to reverse-engineer how blueprints work+ 3d model all blocks
I mean that would be an interesting idea but...
I'll just try and make models of all the basic blocks, they can be upscaled to their larger counterparts EG 1x2 wedge to 4x2 wedge
The harder blocks like hinges and pistons will have to wait until I can actually model stuff
2 hours?! damn it took me 3 days XD
Suggestion:
Add an option for textures to automatically set the alpha values of the entire image to a selected value
reason:
its quite annoying trying to revert textures i have made 1% opacity and just not having a way to turn them back (that i know of), it would be useful to have it automatically done when exported.
and of course a way to disable it just in case you do actually have changes in opacity in the image already that you dont want to change
Does anyone know how to get a texture to show up as an opiton in the selection pannel for trail mappers?
yuh, save the texture in the custom models folder
Thx. I had a file problem didn't realize it needed to be .png and was using .mtl
is there a way to get the carrier on trailmappers?
its an asset
structures? misc?
nvm
have you placed down a purple space chirpo?
the dreaded purple space chirpo
Once again i created chaos ||hahaha||
evil jess
destroyer of worlds
in my testing, if the model has more than ~15,000 triangles, it crashes the game
either you can decimate the model to decrease the tris or split the model into seperate pieces
When I try to edit one of my maps, as soon as I load in it continuously zooms my screen out, I've tried disconnecting a bunch of hardware but nothing has fixed my problem, if anyone has any advice or a fix please let me know.
Sounds like the game just dies, do you have custom models?
curious why deleting litterally cannot be done on trailmappers
trying to delete an item seems like it just outright errors no matter what
-# update: turns out it just broke, restarting fixed it
I wonder if we can get grouping in trailmappers so selecting them is going to select all at once, that would improve and probably increase the speed at which players can make maps
aswell as drag click selecting
How does Trailmappers parse custom misc assets
so i can prepare billboards made using blender
does it parse individual materials or just one
if only one, i might have to make an actual baked object instead
the game can only import obj models and png/jpg textures for those models (the obj must have a uv mapping for the texture to work)
emissive layers are apparently also not supported, hm...
oh well, these bois will have to be plain shiny material
yeah, only albedo and smoothness (controlled by alpha)
Ive noticed some blocks having global coordinates as UV
Can custom blocks also use that
the blocks use coordinates relative to the seat for their skin and colour mask, no you can't do any changing of mesh data (including UVs) live with mods
the closest you might be able to get would be baking all the objects that use such uv mapping as separate models or one with all of them together, then importing that
hmmmmm fair i guess i cant make procedural UVs for roads
can i modify the mod.lua file to have the initial spawnpoint be displayed as a spawnpoint on the map?
if so id love for someone to help me add it in before its uploaded
no
btw ive seen people mention a purple chirpo causing weird issues when exporting
is there a reason why, and is there more than one affected
the developers of trailmappers minorly screwed something up
no, there is currently no way at all to interact with the map using mods
minorly being?
incorrect naming (likely typo) or smth iirc
only the purple space chirpo
ohhhh
its name is "PFB_Chirpo_Spacer_Purple" when its supposed to be "PFB_Chirpo_Spacer Purple"
bc the devs were like
i could, in theory, just patch it on the mod.lua side
if itemname is that, swap with this
then spawn
Rid did nothing wrong, t'was me :p
Rid is dead, or something
for now my map isnt taking so long to load its gonna be an issue either, props to yall
really light on performance
ye as i explaine
who died
Irl, no-one
in trailmappers development environment, ridicolas aka the guy who actually does the updates to public tmmm
wrong fucking emoji
told u XD this cursed chirpo
trailmappers is aligned to the trailmakers map origin right
i might quickly make a mod to display XYZ coordinates in a tiny text display for testing's sake
I believe so
yes, but the y axis is lower by 300 in trailmappers to account for the elevation of test zone
yea i just noticed that
im not making the racetrack rn but im testing something for treasure island
Not at the pc rn but are there blocks that behave like sand or snow and give in when driving over it
It looks like most props just have generic behavior
yeah, in the non-living rocks section there's some ice prefabs with snow on top
and some of the normal rocks have slight bits of sand
how do we import map to the game?
click file > export in Trailmappers, then in Trailmakers, click on a map category, then click on a map to load as a base, then press esc to open the escape menu, then click on Session Settings and click Activate mods, then find your Trailmappers map in the list, and click on it, before pressing esc again
i just need to know the first part
like when i export, it says file doesnt exist
open Trailmappers
have you tried saving it first
like?
pressing the button that says save
do you not have a map open?
you can't export or save a map without having it open in the editor
ohh
i think i was doing the wrong way
i was doing it by "import map"
if you want to load a map into Trailmappers using the import map button you'll probably have to find the map data file of whatever you want to import into trailmappers
sadly you cant import one of the existing Trailmakers maps like Treasure Island. This button is only for when you want to import other Maps that were made in Trailmappers
the red mushrooms in one of the categories is grass
ok can someone explain why were using a table list to vector for spawnpoints
cool lookin map
elaborate
might just be part of the map editor but it looks like it pulls from a table entry to get a vector
none of the api functions take tables as input
ig you could store it as a string and send it straight to tm.vector3.create, but thats a somewhat new addition
working with alpha as roughness is quite a chore but once you get it right it kind of just works
I've found using the inverted greyscale of images generated through http://www.smart-page.net/smartnormal/ at high levels of bias (95 to 99) as the alpha of the texture usually tends to work quite well without having to manually go through and paint the smoothness map, and if it's too rough or too smooth you can just adjust the alpha
yea no i use procedural texturing which helps alot
but its still difficult to know just how rough a certain alpha value is
uh
0% alpha = completely rough
100% alpha = literally a mirror
that i do know
but i dont know how the roughness is laid out
it feels like its like this
might need to look into unity's roughness mapping for this one really
on the ingame Stranded map mud texture it goes from 73% alpha on the smooth parts to 14% alpha in the more rough sections
you know what would be great? if we had 0 alpha act as emissive instead of pitchblack
0 alpha can still hold colour data
apparently not
it can
might be the image editor you're using, blueprints function on colour stored in 0 alpha pixels in the blueprint images
direct color RRGGBBAA 32bit float
new parts on their way :>
so strange to see blender in that font after using blender in its default font for years, looking good though
these parts will be saving me ALOT of time
no more slope lips
no more banking jank
ooh
having the lighting a part of the texture is quite smart
i mean since you cant have lighting normally you gotta make due somehow
i was hoping i could use alpha as actual alpha
but its out of the question
meaning when i get to transparent parts
i will use highdef models
(checkerboard method)
it will probably wreck the entire collision model tough
-# (i hope not)
Your editor is removing the data. You can use the color with 0 alpha
If I may ask, what was your process to make those shapes? I want to make similar segments and am new to blender so Iβm hunting down any tips and tricks I can find
Essentially, is there a way I can make a roads profile and then extrude it into curves and banks?
i made the main segment manually, then used a curve, and deform modifier
for the Y-split i manually modelled it
The real question is does the road texture tile seamleasly
it mostlikely wont, for now
it will be patched soon enough
there will be seams as per usual
especially on the y segment
not enough uv space
Try texturelab.io
eww no im not using AI
You can make procedural textures there
Its node based
I used it before
Or ambientcg they have free road textures
i prefer to stay with shaderwork and baking textures
dont wanna have to battle with licenses
Its free
oh its free alright, but your uses are limited
Its free and open source
Free, Cross-Platform, GPU-Accelerated Procedural Texture Generator - njbrown/texturelab
again, i prefer to stay with shaderwork and baking textures
making your own >> anything else
As in shading language?
yeap
using shaders to make textures is alot better
more creative freedom
also baking lighting etc into textures as trailmakers doesnt support multiUV
It just sounds like alot of mathematical operations though
i mean in the backend it boils down to those yes
Thats all of computing tbh
Its what makes our brains different
Also its impossible to tile textures in blender I tried and searched far and wide if thats what youre doing
:> you can tile them
Youd have to do it somehow differently
procedurally even
How?
by using parralel setups with inverted coordinates and then just at the edge of the texture, blending the mirrored one in
Oh alr
easiest seamless processing, but it means 2x the shader load
it can be, sometimes
trying to load a large vertex map and its REALLY struggling
22 seconds to load the mesh, then no texture and collisions work up until 120 units from origin
softcrashes afterwards
it wants to load, dont get me wrong, it just seems to get caught somewhere
i was hoping trailmappers found a way to implement them more conveniently but were not there yet
Implement what more consistently, this is a known issue and has been an issue since the start of the modding api. There are reasons why most existing custom mesh maps are relatively low polygon.
Nothing to do with trailmappers
i was hoping it would see the amount of polygons and do in-time splitting
into something that it can actually convert
its a model with no holes so segmenting it manually into tinier blocks can work but will be awful to align
Yeah thats not going to happen
Because even if your splitting it, you have the games loading of the individual split meshes that causes hangs on its own.
i mean im fine with tinier hangs
if it catches itself thats fine by me
i only care about it loading in, not how long it takes
i am debating making west coast USA in trailmappers so you know what torture i am giving unity ahead of time
In the current modding api state, I would not recommend.
wcusa from beamng would be W
but how add the missions XD
or the ai traffic πππ
im sure itll be fine 
Its your funeral
its unitys funeral
On one side I was thinking about making Lego city undercover, on the other I'm too lazy to start mapmaking
ill have to revive it every minute
shock it back to life every minute
ive already endured bluescreens to make the nΓΌrburgring on a 1999's engine
Amount of time I've tried to make various different high detailed maps by splitting them only to run into it taking ages for meshes to load even when split, and once you load a certain amount of meshes irrelevant of the polygon count the game crashes (it hits a networking limit)
does it atleast support instancing
so it doesnt reload the same model over and over and over
cuz if not ill have to really do a low poly variant
and do ALOT OF TEXTURE BAKING
Thats what the cache does but the cache feature creates more lag than it used to be to just load the mesh π
Yeah rigidbodies
Not exactly
whew thank god
The cache 100% lags more than it was to just load the mesh directly before the caching feature was added, if you look at older versions of the games. Vajdani tested it
The cache just stores the mesh/texture in your local pc to not have to redownload it each time you connect to a server. Instancing is using a single mesh with different textures/materials/color/position/rotation/scale instead of duplicating the mesh in memory for each one (using a reference to the mesh data)
trailmakers doesnt use instancing directly though for custom models right
for assets already in the game , yes maybe
you spawn custom objects with a reference to their mesh and texture, so maybe?
damn u rlly want lego city undercover
Sadly health insurance doesnt cover ptsd from trying to import 100000000 verticies into trailmappers
I think unity does it by default
so does every game engine except roblox studio because of course its roblox
Not enough to start mapmaking
is it just me or does importing a mesh mess up normals?
nevermind it was trailmappers not refreshing the improted meshes cache or something
does anyone know how to import textures?
through trailmappers? you can just place a png or jpg inside of the same custom model folder
Doesnt show up for me
does it show up in the configuration setting of a custom model?
nope
Even when I have it in the custom models folder
i'll try with a png
yeah i'm pretty sure its because the JPG format doesnt have an alpha channel
thanks for the help though
i can only look at 1.5's code, but there it loads the mesh data into a dictionary, and whenever a new object with that mesh id is spawned, the object requests the meshes(the original model and it's 3 LOD's) and assigns those meshes to its LOD's and the collider
its the same with textures
so semi instancing, thats decent if its kept like that
no
not water water, but with some modding shenanigans you can get pretty close, for only the cost of 90% of your frames and weeks of your time
:(
I wish there was a way to raise the water level
doesn't exist 
yeah
we need it though
or maybe just a test map with water isntead of a plane π€·
both sound nice and a water test map seams easy to impliment
that's called Dethrone Island But The Spawn Point Is At 0, 0
just use one of the existing maps and offset it relative to the islands
yeah but the main island is still there im pretty sure
and it looks out of place with tm terrain
or a way to make a mesh have terrain depth
yes, but it's absolutely tiny and your chances of running into it are tiny
I am considering placing a decimated mesh under the terrain and give the original terrain collisions off to reduce the hitboxes faces for optimization
also it will make the sand look like it digs into the tires
but idk
Just put it far away so it can't be seen
fair enough
but water test map doesnt sound like a dumb idea either way
It's not a good one either
its simple and makes sense to me
and it would allow for deeper maps
Just uses the edges of maps. There is plenty of empty space there already, and it doesn't make sense to add an entire new map just for mods which are only available on a single platform
being able to change the water level would be though, if that is with mods or without them would certainly be appreciated by everyone. Would make it possible to have a full water map by just raising the sea level in Test Zone(granted the water would also need to be made visible)
I feel like having an option to switch between solid ground and water on test zone in session settings would be better than having another map that just occupies more space on the menu screen for a lot of people to not use it
thats fair
im trying to make terrain without 99999 verticies
it's doable
but it can be hard to get the terrain to a loadable amount sometimes
Ive got something like this
have fun suffering if you want anything above 200x 200 meters xD
I can get it down to 170 something but then its alot of work
I ust scaled up the uv's for a tiling texture and its fine
terrain isnt really that hard when you look at it that way
but if you want to use dynotopo or cliffs then youre screwed
I might just end up using gaea
map that uses over 50% of the space in 15km^2 as actual land my beloved
really low resolution though
nice what are the load times tho
ah thats pretty good
when the mesh has been cached it's practically instant
thats cool
did you make it with 3rd aparty software or by hand btw
terrain was done with blender, texture was literally just taken from the game
btw does trailmakers support pbr in any way
no
dang
makes sense though this game is probably based on 2017 unity since thats when it was made
you can update unity versions on unity projects
im pretty sure there would be porting issues
or the lighting engine would have to change
which doesnt sound fun
Ive never used unity that much though so I cant question it
Should be able to see unity version in the bottom right corner in the escape or main menu
yeah I just googled it it looks like a toggle which is nice
usually alot of things get revamped
like hte new lighting engine in ue5
Is there any way to prevent things from changing texture? this mountain was supposed to be completely black yet it's green ;(
also like only 5% of my grass is actual grass
those kinds of assests make the upwards pointing parts grass
no matter how you turn it
?
did I just upscale it too mcuh?
what grass
all this
ingame it's all dirt
only thing that is the same are the 2 big rocks and the stuff around the ship
might be an upscaling problem yeah
I figured out that if I use another type of asset it does stay black, it acutally gets darker, whilst the other type turns into grass no matter what
also the grass seems to be an upscaling problem indeed
Glad I tested it now so that I can still edit without all too much work.
Eum, turns out the grass gets mesd up no matter what
unless it's like, basic size, you can't modify it at all
alr i'm giving up on this
if it could only look the same in game as it does on there
the trailmappers texture for some of the rocks is inaccurate
gonna just have to deal with it at this point
suggestion for Trailmappers:
have the exported code teleport the player to the spawn point after all the assets are added as well.
while it's nice to see everything come together from the spawn point, it's not so nice when you teleport to spawn but fall under the map because the object hasn't appeared yet and have to either respawn or go into build mode and place a seat to get out once it's fully loaded
The problem for me is that the thing in-game looks completely different than in the trailmappers menu, all the textures get jumbled around
I made something really nice, only to figure out that my grass plains were made out of dirt, and that my rough mountains were made out of grass
Solution's to this take much more time than they are worth, so I'm just not even gonna try anymore
Some grass orients up, some grass orients with the prefab, a lot of it is just overall wrong
Indeed, so I'm supposed to build my grass out of trees?
That's going to look horrible, and also just be a pain to create for me
I have a feeling custom models could do a better job
apart from the... magnetic, wheels thinking it's metal, wheelsink when not at the convex edge
, client based load times, low resolution, having to know how to 3D model, ...
maybe they should have polished this thing a bit more before doing a challenge on it π
I was so hyped to have built this only for it to look like this
the Trailmakers Devs have nothing to do with Trailmappers, its a non profit Software created solely by Ridicolas (and Jess)
As a matter of fact the challenge is not about trailmappers
Does anyone know how to fix trailmappers exporting like this
it looks like this in railmappers
and yes the normals point outwards
You could use trailedit, and it would have more assets (and i guess avoid the issuw just shown) go manually or whatever else you want
Correction, the issue seems to be just about the model not using the convex spawning, on both edit and mapper the fix is to modify one line of the loader
And it spawns a random cube as well
so is it an issue on my or trailmappers side
becuase its 2,2k verts and i'm sure everythings fine
Is the issue just the collision or the color as well?
the color and 2 of 3 objects always being mising
Are you sure it's done loading?
Yes
Iirc mappers doesn't have a UI, so it doesn't show loading percentage
Hmm
Don't remember any function that returns when it's done loading tho
Might just be when it finishes spawning
only 1 of 3 objects is visible
and all have collissions
so the mesh data is there
its just invisible
Best option I think would be, add an empty UI so you can see real loading percentage
how would I do that
Brb
Not home, I'll tell later
alr
You are overestimating TM speed
Try adding tm.playerUI.AddUILabel(0,"ui", "-")
Almost anywhere should work, like on the first/last line
And the new ui should show the loading percentage
how though
I've never modded
Either way I gave it 10 mintues but it never loaded
and the textures dont load either
open the main.lua file located in your mods folder and paste the line Jess showed in there
In which function?
doesnt matter just put it in one of the first few lines
preferably outside of any function
alr done
lets see
no changes
im pretty sure the assets are somehow broken on upload
nevermind
the road model is there but never loads
is there transparency map support?
No
Alpha in the texture is already in use by smoothness, and as of now there is no way to add any other "special texture" (transparency, normals, glow, ecc...)
Dang this modding is really limited
Idek if its worth it anymore
Yeah, I gave up after figuring out I can't make grass
If this game had a decent way of making maps it would be 10x better
If the maps just looked the same in the map maker as they did ingame...
Maybe it'll happen later
If we had a way to access the way the maps make their base terrain youd bet wed have alot better maps
With all the texture blending and automatic LOD
I think they use metaballs for their terrain, at least it looks like it
It would skip having to use grass assets that arent actually flat
Or snow assets
For just the ground
that's called your texture hasn't loaded yet
that's called your mesh hasn't finished loading
that's just when it's finished adding the objects into the world, the mesh and texture loads seperately, and one cannot predict the loading times of mesh and texture
that would all be solved if we could just have a UI element so we can actually see the DL time
literally just having a button labeled "close" that closes the ui when pressed would work
prolly a few lines of code, but unless trailmappers gets changed itll have to be manually typed into the code
the main.lua is always the same so I assume it'd just be duplicated from a pre-set file that they can change really easily
keyword "they"
I highly doubt it take 15 minutes to load 2,2k verts on higher end hardware
2.2k or 22k?
2.2k shouldn't take too long
definitely sounds like an unloaded mesh, the collisions loads really fast, but the overall visual aspect takes a while to load
2.2
can anyone confirm that when you save a map project it also bundles custom models with the map
asking for collaboration reasons
if you export it it does (in the mod's folder atleast)
if you save it it still uses the custom models located in your custom models folder, copying over the map file won't bring the custom models
rip
Any idea when the new spawnable objects will be added to Mappers?
when ridicolas enters existence again
So considering Rid is still MIA, how much to bribe you to bump it up to at least a eventually?
I'll be honest, last time I heard him he mentioned re-doing all the models me and bread added, but with a different ripper, since they don't have lods
Which, looking at the fact that purple birb is still broke, never got completed
Oof, well if you talk to him again tell him Chicken said hi
#general-trailmakers message @lone bane OpenStreetMap has everything as textures in tiles that you can download as image files
might be able to use that for satellite imagery
ok this website is alot better for making these big 4k maps
took no time to make a 4k x 2k suzuka circuit image
There is a blender plugin to make both textures as well as terrain
all i need now is the chirpo houses, and some modeling for barriers aswell as finding a good base model for the track
its outdated, no longer works for newer versions
Downdate blender? Idk
i had its plugin on end and after 3.0 it no longer has the key to get access to either openstreet or navmap
i had that already couldnt figure out how to export the texture seperately
blenderGIS i thimk
it worked for me, maybe gpt updated or something
anyone have an ideas for how i could be able to replicate this fire and smoke?
Well first you gotta find yourself an oil well out in tha desert, then you strap a IED with a timer or remote detonator to said well seeβ¦
(You can use the flame thrower for the flames, not sure about smoke though)
only annoying bit is theres 5 flames per flamethrower which are perfectly spaced, makes it hard to have it not look weird
I think the flame particles donβt scale with the emitters, they just use their position so you should be able to scale them to zero or near zero on that axis to effectively have one flame (if my memory is correct)
Smoke can be done with the chirpo plane wreck or the lava tile
Both can be scaled down but the smoke remains the same size tho
The smoke Might be too small
hi, short question: how to build on maps of trailmakers? so how to import it into trailmappers?
Unfortunately there is no import of the other maps, so youβll have to bounce between Mappers and Trailmakers to get the alignment right
ok, i tried that in that moment, but the bottom tiles are all above most of the tracks of the racing island
is there a way to get into the bottom?
0, 0, 0 in Trailmappers is actually 0, 300, 0 in Trailmakers
The sea level in the sandbox maps is 200. Test Zone's surface is 300
so i have to build in the water?
Are you trying to build something on Race Island?
yes
thought there is water in trailmappers
OK well in Trailmappers turn off the Test Zone surface then place things at -100 (Y axis) and that will match the water surface in Race Island
oh, wow, because of the 300 i thought i must go on -300. but thx for advice
No probs. Yeah you should be able to place objects on the land in any sandbox map by getting the X, Y and Z coordinates in-game (with a mod that shows coordinates) then doing those Y axis adjustments to get the correct height.
why didnt the devs just put the maps at 0,0,0
Not sure but I do find it handy in mods to spawn objects at 0,0,0 (unseen) to scale and rotate them before moving them to their proper position π€·ββοΈ
how do i know i am at the level of the sea
You, traveller, shall see thouself forthcoming the region of sea once you have descended below to level 200, or known as level -100 to the Trailmappers civilisation, it is here where lies the endless plane of ocean the Trailmappers and Test Zone civilisations are blind to
its not thats just how it is in trailmappers
you can spawn just one from trailedit
why did you make it like that lol
unrelated but whoever thought you(referring to one person) and you(referring to multiple people) should be the same exact word should blow up
yall
another question, but more into the future of trailmappers: will we ever get respawn points? it would make so much things easier
modding api issue, not trailmappers
trailmappers is unofficial and uses the modding api to create βMapsβ. there is no current support for custom minimaps or respawn points, so trailmappers is unable to make them (also the dev has gone on a hiatus for an undetermined amount of time)
There is support for respawn points
Not the look of the points, but there is the feature
Tho yeah, dunno when it will come to mappers
im assuming hes asking about respawn points as in the tab map, including multiple that you can teleport to seperately
he did say βrespawn pointsβ
Then no, but we can set points for the player to go with when holding backspace/dieing
offtopic: shitty car, only hanging around while i trie to get maps to work
trailmakers' LOD system at its coarsest
dorito lore
fire LOD system
π₯ LOD π₯οΈ
You can always trick it into thinking that the object bigger (aka add a small triangle far away)
That's how the nurbirgring manages to get good road
Or Alva's screen
because an 8 vertices blender default cube is WAY to complex, it needs to be reduced to 1 at 1m away
You could try setting the snapping amounts for position and scale to higher numbers.
ctrl + move/rotate to snap to such snapping grid as well iirc
perhaps
yummers
yummy
just make it snowy and pretend like every single face of it got coated
how
blender
sticky sand
uv mapped it, and made a simple noise texture (i ain't gonna map it properly)
how simple is the simple noise textur
this simple
Hey @shadow path sorry for ping but question
How do I upload a map to the workshop?
when u r on ur host while mods active, theres an UPLOAD button, sec ill screenshot
It says upload map in the session bar but like it asks me the co ordinates of the map and like idk them
u do it through trailmakers not mappers
I know
I'm not on rn so would a video tutorial be okay? If not then I can work with written
@median beacon uploading takes a lil time, be patience, 2-5mins depends on size.
if something isnt clear, feel free to bother me how much u want π
OOH that kind of location!
I thought it was looking for co-ordinates in game
Thank you! I will try that when I upload my mapmakers submission
looking forward to see what have u TUNED
is there a server in the room
no, the rats stole it
crime
bravo
||ripped them||
i might just place the tm asset computer inside, it's better than a crappy texture on the actual server + console
uv mapping is awesome
You don't technically need the whole path to the mod if it's in the default mods folder. You just need the last bit of the path eg. mods\yourmapfolder
If you want to update your map on the workshop don't do that same procedure or it will upload as a new map on the Workshop - the old one will still be there.
To update you need to open Trailmakers, select "WORKSHOP", select "My Uploads", select your map, select the "Edit" button and then add your path and description changes before hitting "UPLOAD"
can i artificially increase the max viewing distance
im ... kinda running out of view distance
nope
I mean in tmappers there's an option to, but not in tmakers, and it's a slider
i was so stupid, not to see that i can use the racing points as a respawn point. so when u drive through it it respawns u at the same point when u hit backspace. now i build a map on the racing island
Not stupid to think of that π
I almost implemented that into the checkpoints in Track Creator Plus but I ran short of time so left it out.
Look forward to trying out your map.
me: oh yeah, i'm X% done with this stupid map
also me 3 seconds later: *adding unplanned extra stuff*
currently debating if to add a working elevator
select multiple objects (shift+click) and press the duplicate button
Hello, is there a way to create a map with a specific ingame map already loaded? Just started messing with Trailmappers a couple of hours ago
Was hoping to build around Dangerzone and Treasure Island
nope
could try to put a few placeholder assets, position those correctly and then build around those though
So I can only load the wip map and check ingame? That's kinda tedious ngl
it is but if you practice a little you can get it down to maybe 4 checks after finding the general location
takes maybe a minute
aye, I'll see what I can do
its online, but its hard. i hardly managed to do the testing XD
but how to change the picture that is shown in the workshop? it looks like there is nothing in there
Trailmapppers creates a preview image of exactly where your camera is pointing at the moment you export the map. Just make sure the camera is pointing at the parts of your map that make a good preview angle when you export it.
thx
i dont know about links in this channel but here is the map: https://steamcommunity.com/sharedfiles/filedetails/?id=3349724049
You can also make ur own custom thumbnail by modifing this file (Preview)
Do note max 1mb
are there any limitations when it comes to having a custom object be marked as not static?
slightly heavy pallet
@radiant oasis #1226065444364877835 message
wacky lake map is almost done
man, i love the fog hiding all them radar dishes ||i really don't||
nnnooiiiceeee
something good to know for the people:
1 blender meter = 1 tm meter (4 blocks)
How can I delete a light pillar? I placed one of these and couldn't delete it
some things aren't selectable with the latest version of tmappers for some reason
should be able to undo it still
I maaay have forgotten to add the collider to it, which is causing the issue
You should always be able to find the save file and delete it from there (If you can't undo)
I need help. I am going to make a karting track, but I need to make curbs and stuff around it
It needs to be perfectly flat and with smooth nice curbs
i dont know how or hat models to use
Is there any models I can import? how?
The map "F1 Track Feat. Craiyon AI inspired layout" by robertrdemare, has some really nice curbs using containers
How wide is that port entrance?
i have a bunch of textures that are set to 1 opacity using paint.net, ive been trying some methods to revert the opacity of the entire image back to the max, but they just arent working. is there a way i am able to completely revert that using either gimp, photoshop, or something else?
42 blocks
(i sure hope noone realise how unnecessary big a port like this is for a landlocked lake)
little spoiler (if only they didn't have those damn beams)
aaaah, water not be deep enough, forced to dethrone....
That really changes how big the map looks
different
yeah, but even if we count repeat it's at most 8 of each
(and 3 of them are part of the same building)
why? load time? complexity?
the dish so i can rotate it separately
the rest because if it was combined it gave errors, no clue why
average tmmodding moment
oh ok
all the ground is tm assets, if that's what you were wondering
yeah it looked custom
it's called "spamming pointy ice and rocks"
nuh uh
Driving on water?
i used a big silo to undertand the level of water on mapper, it doesn't like to not be collidable
i hope i won't forget to remove it later
Indeed
jesus car
You can use vertically scaled down walls to create a kind of curb. Also I'm happy to give you (or anyone) the flat tarmac object & texture you can see in that pic if you want it.
Yes that would be great!!
Here you go
absolutely insane mesh loading trailmakers
Is there a limit to how many assets can be loaded with with a mod? I just got to a point where any new object I place is not being loaded and it says the map is 99% loaded. Or is perhaps one of the assets bugged and can't be loaded into the game, so all assets placed after it can't be loaded too?
How many assets do you have Β¬_Β¬
Anyhow, your answer is: no clue, there shouldn't be a limit tho, the loader doesn't really tell you what exactly of the process is missing tho
It only says "Loading Map "Map Name" 99%"
I fixed it. It appears one of the Chirpos is Cursed and prevents the map from fully loading in.
Must be the usual
A "debugger loader" that says what it's spawning and asset loading percentages could be nice
how do i install trailmappers
steam
it says i have to request access
yeah just press that and it will install like a regular steam game
idk why its like that
ohhhh ok, TY
is mesh loading based on drive speed or internet or what?
Magic
it kinda depends on internet
so you cant load custom maps (stored locally on computer) without internet?