#Trailmappers

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blazing harbor
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yeah theres nothing there i went trough the area around it with an autoclicker but the only way i could delete it was to press ctrl+Z

keen lion
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Damnit

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I thought I tested it

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Welp, my fault

silk lynx
naive eagle
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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

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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.

tacit rover
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Rid said that grouping is in very high order as well as a snap select

high zealot
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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

shadow path
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if im uploadin a map to the workshop....and keep editin it and adding stuffs, it will be updated as well?

naive eagle
shadow path
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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 :))

keen lion
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That could technically be done easily enough, just it might only affect player builds

high zealot
naive eagle
# high zealot What kind of optimisations did you do ? And how long would I roughly have to wai...

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.

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You can download the mod and take a look at the internals, as well as the planets

high zealot
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is this before exporting it to trail mappers

naive eagle
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ye before

lone bane
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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

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game is still running like i can go into pause menu and animations are playing and stuff

inner nacelle
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Try making the size of the texture 1024x1024 (or 512x512)

lone bane
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i did didndt help just reduced poly to about 10k and works now

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also tested without texture same thing

livid wigeon
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damn

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1k texture feels a bit small for a map of that scale but idk maybe

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i could see it if it was like background scenery

tacit rover
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anyone know why my mesh does this? (yes, it should be correctly triangulated and face normals are also correct)

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yes, the topology is messed up, i used limited desolve, it still doesnt explain the artifacts

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so apparently turning the tris to quads actually helped. dont really know how, but it works. if anyone can, pls explain why

tacit rover
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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

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(there is supposed to be like a branch out instead of the nothiness

lone bane
tacit rover
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mesh system working as intended πŸ‘

lone bane
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mmmm raw spaghetti πŸ˜‹

blazing harbor
tacit rover
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It was the tris amount, had to separate to 4 individual objects

versed moat
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Ive been going on about the mesh importer for a couple years now, I can’t stress enough how it’s flawed

mild rain
abstract sage
jaunty sentinel
abstract sage
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does it really not?

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thats pretty bad

versed moat
# abstract sage thats pretty bad

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.

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Other solutions exist but they aren't free

blazing harbor
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bro what is this

tacit rover
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comic sans blinking error

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some issues with the obj probably

tacit rover
wide sorrel
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try splitting it into multiple meshes and loading them seperately

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only way to fix it without lowering vertex count significantly as of now afaik

tacit rover
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yeah thats what i did, seems to behave normally now

tacit rover
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got the rivers working at last

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definitely didnt take like 4 days to figure out

livid wigeon
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|| with grass/dirt/sand surfaces mixed in||

tacit rover
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the plan is to make vietnam inspired landscape

tacit rover
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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

lone bane
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grass

wide sorrel
tacit rover
tacit rover
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that makes it even more hilarious

livid wigeon
livid wigeon
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test

tacit rover
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of what?

livid wigeon
shadow path
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there is anyway to view the map while pressin TAB ?

keen lion
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I don't think so

livid wigeon
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the crashed plane smoke keeps flying through the ui

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its missing the middle beams?

livid wigeon
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wait no its just a diff model

lone bane
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why :(
(some sort of LOD issue, only happens at a medium distance)

tacit rover
# livid wigeon its missing the middle beams?

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

naive eagle
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Possible to export map as STL? Would make modeling a racetrack on top of existing geometry much easier

dry orchid
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what yall think of the layout?

wide sorrel
naive eagle
naive eagle
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Bug with trailmappers:
Manage maps main menu screen does not accomodate for different window sizes

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Feature request: allow the Test zone ground to be optional

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Bug: Model offsets for drag placement are broken on different scales

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Also if you are looking for help I have experience in Unity and am willing to contribute

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(As well as programming experience)

naive eagle
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Another bug:
overwriting models in an external program will not update the models in trailmappers without a reload

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(which proves extra annoying when trying to update models)

lone bane
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u can

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esc > settings > 3rd tab (appearance) u can turn it off

naive eagle
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Oh, well im blind

lone bane
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not rlly a bug

naive eagle
lone bane
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hmm, never had that issue before

naive eagle
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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

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But i only realized that trailmappers wasnt updating the model in view after like 20 min

lone bane
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hmm

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idk

untold temple
naive eagle
wide sorrel
naive eagle
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BEEG map. As you can probably see not finished

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That track you see is 14.5 miles long

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Does it need more corners?

livid wigeon
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for all i know you coulda just ctrl+a and then scaled it down

naive eagle
livid wigeon
naive eagle
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It dwarfs any vanilla map

livid wigeon
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and i can smell the copy paste and repetitiveness of the rockface in that canyon

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looking from the top

naive eagle
livid wigeon
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and also add literally any other prefab to hide it

naive eagle
teal mist
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Just use different rocks randomly objects and rotate them randomly

livid wigeon
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btw those grass prefabs look like 1 pixel in the texture take up about atleast 10 meters

naive eagle
livid wigeon
livid wigeon
naive eagle
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about 5-10 sec

livid wigeon
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it takes me like 1-4s

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and i spend more time on ones that matter more

naive eagle
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Im giving you a guesstimate

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Also this is what i've done on earlier segments

livid wigeon
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cause you might wanna manually place the trees, irl trees wouldnt just stay at the same angle as the rock as they grow

livid wigeon
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its like how in official maps

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they use a pretty flat terrain thing

teal mist
livid wigeon
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and then shove loads of prefabs all over it

livid wigeon
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right?

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like

naive eagle
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So on average it takes me 4-6 seconds to rotate a rock prefab, considering that the selection of custom meshes is broken

livid wigeon
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it naturally bends so that its growing upward

naive eagle
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like I click anywhere on my screen it selects my 14 mile track

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then I have to click again for the actual thing

livid wigeon
naive eagle
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no fucking joke I clicked here and it selected the track πŸ’€

livid wigeon
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and then move it back down when youre done

livid wigeon
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and then clikc

teal mist
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Just a 90 degree angle

livid wigeon
teal mist
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It grew up for 10cm then turned 90 degrees and started growing left

livid wigeon
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at the very least they gonna do this

naive eagle
teal mist
naive eagle
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such as:

livid wigeon
livid wigeon
teal mist
livid wigeon
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see it tries to correct

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sometimes

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notice how most of the angled ones curve upward

naive eagle
livid wigeon
naive eagle
teal mist
livid wigeon
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usually the sun is upwards tho

naive eagle
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most of the time it is

livid wigeon
teal mist
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Polish soil has 20% vodka so tree drunk

naive eagle
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this feels fake but idk

teal mist
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Trust

livid wigeon
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but you see the one above it

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its nearly fully left and then bends upwards

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bc the sun is usually upwards

naive eagle
# livid wigeon looks pretty real to me /j

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

livid wigeon
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okay i guess to you its 100% impossible so no point in arguing this

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have fun with your silly looking trees

teal mist
naive eagle
teal mist
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"Tree seek sun 100"

teal mist
naive eagle
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from what it looks like if there is interaction it's simply occluded or out of frame

teal mist
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Also the water looks like it just stops existing after a few km

naive eagle
teal mist
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Captured on nokia 3310

naive eagle
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Also this tree is a thing

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Actual sideways tree

teal mist
naive eagle
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anyone say more than 90?

teal mist
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Minecraft rtx tree

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This is bob

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He's tree-sed to meet you

naive eagle
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stop it before I leaf

mental mesa
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how to import custom objects from blender to trailmappers? is there a tutorial ? help plsSadCat

untold temple
tacit rover
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just drag and drop your .png and .obj

mental mesa
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damn

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thx

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somehowe it started to work

wide sorrel
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FatSeal Postion

teal mist
shadow path
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theres a way to define which material the custom model is?

hollow trench
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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?

fervent sun
fervent sun
inner nacelle
hollow trench
wide sorrel
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mm yes very Bone Bone 3

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not at all Giant Bone 3

naive eagle
abstract sage
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object of inappropriate nature....

naive eagle
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it exists in base trailmakers

wide sorrel
naive eagle
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not much better tbh

wide sorrel
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none of the angles are

mental mesa
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is there a way to set traction on materiral or obj?

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png*

jaunty sentinel
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no

keen lion
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No :(

jaunty sentinel
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not with the modding features we have now

mental mesa
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isnt it like if we set alpha to 1 is more grip
if 0 is less

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iam testing it i guess it works

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i can spin on 0, and dont even spin on 1

blazing harbor
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Isnt that just for object roughness

fervent sun
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it should

mental mesa
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k it doesn't work like that

wide sorrel
versed moat
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I dont think it does

wide sorrel
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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?

wide sorrel
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they really should add it, I've needed it multiple times in the past few weeks

hardy nexus
abstract sage
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the function for that doesnt really work

keen lion
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I'm quite sure it's just some object not caring about that setting, probably due to how the unity asset is made

lone bane
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you could always just have a custom model for it, although those will also sometimes not care about that setting sometimes

inner nacelle
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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.

hardy nexus
abstract sage
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skill issue !

mental mesa
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Hi there, i want to make a race track from real life, any suggestions? Nurburgring seems to be a bit thin for trailmakers

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or better to make a custom one?

keen lion
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Nurbirgring and tsukuba have already been made

mental mesa
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Learned a bit of texturing

mental mesa
keen lion
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Yeah, it do be a lot of blocks, and the new slower importer doesn't help

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Now you could make some curves out of single objects, slower initial load, but less lag

mental mesa
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Iam making a whole road as a single object xd

keen lion
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Yeah, now that you can make concave objects that's an option, just make sure it doesn't have too many triangles

mental mesa
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k

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is it better to use triangles?

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than squares?

keen lion
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Squares are just 2 triangles

hardy nexus
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does anyone have a tutorial on how to make custom modals (yt link preferably)

mental mesa
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i dont have one

wide sorrel
# hardy nexus ANY one understand this?

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

inner nacelle
wide sorrel
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ah I didn't see that message

inner nacelle
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All good πŸ™‚

I can confirm that with custom objects the extra polygon placed high up does work.

inner nacelle
# hardy nexus does anyone have a tutorial on how to make custom modals (yt link preferably)

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tacit rover
tacit rover
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#1226065444364877835 message

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still did this even after the high up polygon was placed

inner nacelle
# tacit rover does the polygon need to be horizontal or vertical? i tried it some time back bu...

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.

tacit rover
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kinda stupid how making it not collidable sometimes makes the colisions much worse lmao

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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

mental mesa
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does something got updated?

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my all custom objects are now very glossy

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oh

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its just i was playing on minimum

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on higher ererything is glossy lol

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LaughingDog didn't know that

keen lion
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that's based on the texture, if you lower the opacity it will be less glossy

livid wigeon
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god i want marquee select so badly

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trying to do this technique for terrain is gonna be a pain without it

livid wigeon
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i think one of the blueberry bush types was removed from trailmappers? i think both blueberry bush types should be available

glossy acorn
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How does one update a map?

livid wigeon
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oh wait no

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go to the workshop ingme

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then edit

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i think

glossy acorn
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Thanks!

That seemed to work. Map should be fixed now.

potent nova
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Is there a mud surface in the editor?

lone bane
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just not possible with the current API

potent nova
lone bane
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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)

devout shadow
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does someone had an issue with manage maps, i have infinite loading

blazing harbor
devout shadow
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nope, i have just infinite loading when i press manage maps button, everything else works fine

blazing harbor
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weird

devout shadow
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How to completely delete trailmappers files? I tried but it still holds data like old maps files names

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i think some map is corrupted

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hate that steam hides files in multiple places

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or where trailmappers saves maps?

glossy acorn
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documents/trailmappers/saves

devout shadow
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thx, finally it works now

median beacon
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Am I allowed to put suggestions for trailmappers here?

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Because I have some suggestions that I think would be good for the entire experience

median beacon
wide sorrel
blazing harbor
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Took me 2 hours to figure out 1 purple chirpo was the issue

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The whole map stopped loading bcs of the aura it had

median beacon
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damn

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also can i put suggestions here?

abstract sage
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Yeah?

median beacon
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Nice

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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 chumkychirpo

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(Also please make the GC-4020 model able to be moved, would be amazing to have one we could move)

wide sorrel
median beacon
wide sorrel
# median beacon 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

median beacon
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Ah ok

fervent sun
median beacon
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I'll just have to make some custom block models in blender (if I can work out how to use it)

keen lion
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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

wide sorrel
median beacon
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The harder blocks like hinges and pistons will have to wait until I can actually model stuff

shadow path
lone bane
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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

frank spindle
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Does anyone know how to get a texture to show up as an opiton in the selection pannel for trail mappers?

wide sorrel
frank spindle
ionic yarrow
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is there a way to get the carrier on trailmappers?

blazing harbor
ionic yarrow
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k

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what tab is it in

livid wigeon
ionic yarrow
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nvm

soft surge
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can enyone pls help me with this

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it wont load

blazing harbor
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have you placed down a purple space chirpo?

lone bane
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the dreaded purple space chirpo

keen lion
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Once again i created chaos ||hahaha||

lone bane
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evil jess

livid wigeon
soft surge
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blender

lone bane
# soft surge custom model

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

high palm
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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.

abstract sage
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Sounds like the game just dies, do you have custom models?

vivid laurel
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curious why deleting litterally cannot be done on trailmappers

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trying to delete an item seems like it just outright errors no matter what

vivid laurel
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-# update: turns out it just broke, restarting fixed it

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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

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aswell as drag click selecting

vivid laurel
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How does Trailmappers parse custom misc assets

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so i can prepare billboards made using blender

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does it parse individual materials or just one

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if only one, i might have to make an actual baked object instead

fervent sun
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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)

vivid laurel
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vertex paint supported or not

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guess not

vivid laurel
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emissive layers are apparently also not supported, hm...

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oh well, these bois will have to be plain shiny material

wide sorrel
vivid laurel
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Ive noticed some blocks having global coordinates as UV

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Can custom blocks also use that

wide sorrel
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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

vivid laurel
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hmmmmm fair i guess i cant make procedural UVs for roads

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can i modify the mod.lua file to have the initial spawnpoint be displayed as a spawnpoint on the map?

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if so id love for someone to help me add it in before its uploaded

fervent sun
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no

vivid laurel
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btw ive seen people mention a purple chirpo causing weird issues when exporting

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is there a reason why, and is there more than one affected

wide sorrel
wide sorrel
vivid laurel
wide sorrel
vivid laurel
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wuh

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well i guess no purple chirpos then

wide sorrel
vivid laurel
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ohhhh

blazing harbor
vivid laurel
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ohhh

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wait- if thats known why is there no quickpatch yet

vivid laurel
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i could, in theory, just patch it on the mod.lua side

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if itemname is that, swap with this

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then spawn

keen lion
vivid laurel
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but i dont use space chirpos so

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luckily wont happen to me

keen lion
vivid laurel
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for now my map isnt taking so long to load its gonna be an issue either, props to yall

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really light on performance

livid wigeon
blazing harbor
keen lion
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Irl, no-one

livid wigeon
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in trailmappers development environment, ridicolas aka the guy who actually does the updates to public tmmm

blazing harbor
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wrong fucking emoji

shadow path
vivid laurel
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trailmappers is aligned to the trailmakers map origin right

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i might quickly make a mod to display XYZ coordinates in a tiny text display for testing's sake

knotty lily
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I believe so

wide sorrel
vivid laurel
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yea i just noticed that

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im not making the racetrack rn but im testing something for treasure island

vivid laurel
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Not at the pc rn but are there blocks that behave like sand or snow and give in when driving over it

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It looks like most props just have generic behavior

wide sorrel
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and some of the normal rocks have slight bits of sand

clever ocean
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how do we import map to the game?

wide sorrel
# clever ocean 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

clever ocean
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like when i export, it says file doesnt exist

wide sorrel
wide sorrel
clever ocean
wide sorrel
#

pressing the button that says save

clever ocean
wide sorrel
# clever ocean

do you not have a map open?
you can't export or save a map without having it open in the editor

clever ocean
#

i think i was doing the wrong way

#

i was doing it by "import map"

wide sorrel
#

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

knotty lily
livid wigeon
vivid laurel
#

I DID IT

#

IT CRASHED

vivid laurel
#

ok can someone explain why were using a table list to vector for spawnpoints

livid wigeon
vivid laurel
#

might just be part of the map editor but it looks like it pulls from a table entry to get a vector

fervent sun
#

none of the api functions take tables as input

abstract sage
vivid laurel
#

working with alpha as roughness is quite a chore but once you get it right it kind of just works

wide sorrel
vivid laurel
#

yea no i use procedural texturing which helps alot

#

but its still difficult to know just how rough a certain alpha value is

wide sorrel
vivid laurel
#

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

wide sorrel
vivid laurel
#

you know what would be great? if we had 0 alpha act as emissive instead of pitchblack

wide sorrel
vivid laurel
#

apparently not

wide sorrel
#

it can

vivid laurel
#

its pitchblack

#

pure black

wide sorrel
# vivid laurel its pitchblack

might be the image editor you're using, blueprints function on colour stored in 0 alpha pixels in the blueprint images

vivid laurel
#

direct color RRGGBBAA 32bit float

vivid laurel
#

new parts on their way :>

wide sorrel
#

so strange to see blender in that font after using blender in its default font for years, looking good though

vivid laurel
#

these parts will be saving me ALOT of time

#

no more slope lips

#

no more banking jank

wide sorrel
vivid laurel
#

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)

fervent sun
atomic plaza
#

Essentially, is there a way I can make a roads profile and then extrude it into curves and banks?

vivid laurel
#

for the Y-split i manually modelled it

clever ocean
#

How do you make props

#

And then import them

teal mist
vivid laurel
#

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

teal mist
vivid laurel
#

eww no im not using AI

teal mist
#

You can make procedural textures there

teal mist
#

I used it before

#

Or ambientcg they have free road textures

vivid laurel
#

i prefer to stay with shaderwork and baking textures

#

dont wanna have to battle with licenses

teal mist
#

Its free

vivid laurel
#

oh its free alright, but your uses are limited

teal mist
#

Its free and open source

vivid laurel
#

again, i prefer to stay with shaderwork and baking textures

#

making your own >> anything else

teal mist
vivid laurel
#

yeap

teal mist
#

I never did that

#

Thats cool

vivid laurel
#

using shaders to make textures is alot better

#

more creative freedom

#

also baking lighting etc into textures as trailmakers doesnt support multiUV

teal mist
#

It just sounds like alot of mathematical operations though

vivid laurel
#

i mean in the backend it boils down to those yes

teal mist
#

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

vivid laurel
#

:> you can tile them

teal mist
#

Youd have to do it somehow differently

vivid laurel
#

procedurally even

teal mist
#

How?

vivid laurel
#

by using parralel setups with inverted coordinates and then just at the edge of the texture, blending the mirrored one in

teal mist
#

Oh alr

vivid laurel
#

easiest seamless processing, but it means 2x the shader load

teal mist
#

Makes sense

#

But sounds like alot of work

vivid laurel
#

it can be, sometimes

vivid laurel
#

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

#

i was hoping trailmappers found a way to implement them more conveniently but were not there yet

versed moat
#

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

vivid laurel
#

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

versed moat
#

Yeah thats not going to happen

vivid laurel
#

rip

#

well that leaves me with making terrain really just a mess of blob bois

versed moat
#

Because even if your splitting it, you have the games loading of the individual split meshes that causes hangs on its own.

vivid laurel
#

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

versed moat
#

In the current modding api state, I would not recommend.

livid wigeon
#

but how add the missions XD

#

or the ai traffic πŸ’€πŸ’€πŸ’€

vivid laurel
versed moat
#

Its your funeral

vivid laurel
#

its unitys funeral

keen lion
#

On one side I was thinking about making Lego city undercover, on the other I'm too lazy to start mapmaking

vivid laurel
#

ill have to revive it every minute

livid wigeon
vivid laurel
#

ive already endured bluescreens to make the nΓΌrburgring on a 1999's engine

versed moat
#

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)

vivid laurel
#

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

versed moat
#

Thats what the cache does but the cache feature creates more lag than it used to be to just load the mesh 😐

vivid laurel
#

😐 aw maan

#

do custom models atleast work as nonstatic props

versed moat
#

Yeah rigidbodies

vivid laurel
#

whew thank god

versed moat
#

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

fervent sun
#

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)

vivid laurel
#

trailmakers doesnt use instancing directly though for custom models right

#

for assets already in the game , yes maybe

fervent sun
#

you spawn custom objects with a reference to their mesh and texture, so maybe?

lone bane
teal mist
teal mist
#

so does every game engine except roblox studio because of course its roblox

keen lion
teal mist
#

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?

lone bane
#

through trailmappers? you can just place a png or jpg inside of the same custom model folder

lone bane
#

does it show up in the configuration setting of a custom model?

teal mist
#

Even when I have it in the custom models folder

#

i'll try with a png

lone bane
#

yea i might be wrong about jpg

#

im not too sure

teal mist
#

yeah i'm pretty sure its because the JPG format doesnt have an alpha channel

#

thanks for the help though

abstract sage
# vivid laurel does it atleast support instancing

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

vivid laurel
#

so semi instancing, thats decent if its kept like that

teal mist
#

is there a way to add water?

#

obviously beyond the og method of a single texture

fervent sun
#

no

wide sorrel
teal mist
#

I wish there was a way to raise the water level

wide sorrel
#

doesn't exist weepingchirpo

knotty lily
#

yeah

wide sorrel
#

we need it though

teal mist
#

both sound nice and a water test map seams easy to impliment

wide sorrel
knotty lily
#

just use one of the existing maps and offset it relative to the islands

teal mist
#

and it looks out of place with tm terrain

#

or a way to make a mesh have terrain depth

wide sorrel
teal mist
#

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

fervent sun
teal mist
#

but water test map doesnt sound like a dumb idea either way

fervent sun
#

It's not a good one either

teal mist
#

and it would allow for deeper maps

fervent sun
#

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

knotty lily
# fervent sun It's not a good one either

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)

wide sorrel
#

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

teal mist
#

im trying to make terrain without 99999 verticies

wide sorrel
#

but it can be hard to get the terrain to a loadable amount sometimes

teal mist
#

Ive got something like this

knotty lily
teal mist
#

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

wide sorrel
knotty lily
wide sorrel
#

iirc

knotty lily
#

ah thats pretty good

wide sorrel
#

when the mesh has been cached it's practically instant

teal mist
#

did you make it with 3rd aparty software or by hand btw

wide sorrel
teal mist
#

btw does trailmakers support pbr in any way

wide sorrel
#

no

teal mist
#

dang

#

makes sense though this game is probably based on 2017 unity since thats when it was made

wide sorrel
#

you can update unity versions on unity projects

teal mist
#

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

wide sorrel
#

Should be able to see unity version in the bottom right corner in the escape or main menu

teal mist
#

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

obtuse drift
#

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

blazing harbor
#

no matter how you turn it

obtuse drift
#

:(

#

so no big mountians

#

what about the grass tho?

blazing harbor
#

?

obtuse drift
#

did I just upscale it too mcuh?

blazing harbor
#

what grass

obtuse drift
#

all this

#

ingame it's all dirt

#

only thing that is the same are the 2 big rocks and the stuff around the ship

blazing harbor
#

might be an upscaling problem yeah

obtuse drift
#

argh

#

so annoying

obtuse drift
#

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

obtuse drift
#

alr i'm giving up on this

obtuse drift
wide sorrel
#

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

obtuse drift
#

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

wide sorrel
#

Some grass orients up, some grass orients with the prefab, a lot of it is just overall wrong

obtuse drift
#

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

wide sorrel
#

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, ...

obtuse drift
#

maybe they should have polished this thing a bit more before doing a challenge on it πŸ˜…

obtuse drift
knotty lily
keen lion
#

As a matter of fact the challenge is not about trailmappers

teal mist
#

Does anyone know how to fix trailmappers exporting like this

#

it looks like this in railmappers

#

and yes the normals point outwards

keen lion
#

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

teal mist
#

And it spawns a random cube as well

teal mist
#

becuase its 2,2k verts and i'm sure everythings fine

keen lion
#

Is the issue just the collision or the color as well?

teal mist
#

the color and 2 of 3 objects always being mising

keen lion
#

Are you sure it's done loading?

teal mist
keen lion
#

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

teal mist
#

only 1 of 3 objects is visible

#

and all have collissions

#

so the mesh data is there

#

its just invisible

keen lion
#

Best option I think would be, add an empty UI so you can see real loading percentage

keen lion
#

Brb

teal mist
#

its definetly laoded though

#

2,2k verts and im running a4060

keen lion
#

Not home, I'll tell later

teal mist
#

alr

keen lion
#

You are overestimating TM speed

teal mist
#

it loads 1 asset in like 5 seconds

#

and it cant laod a 2nd one in 5 minutes?

keen lion
#

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

teal mist
#

I've never modded

#

Either way I gave it 10 mintues but it never loaded

#

and the textures dont load either

knotty lily
#

open the main.lua file located in your mods folder and paste the line Jess showed in there

knotty lily
#

doesnt matter just put it in one of the first few lines

#

preferably outside of any function

teal mist
#

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

teal mist
#

is there transparency map support?

keen lion
#

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...)

teal mist
#

Idek if its worth it anymore

obtuse drift
teal mist
obtuse drift
#

If the maps just looked the same in the map maker as they did ingame...

#

Maybe it'll happen later

vivid laurel
#

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

wide sorrel
wide sorrel
wide sorrel
# teal mist Yes

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

lone bane
#

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

wide sorrel
#

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

lone bane
#

keyword "they"

teal mist
wide sorrel
#

2.2k shouldn't take too long

wide sorrel
teal mist
wicked perch
vivid laurel
#

can anyone confirm that when you save a map project it also bundles custom models with the map

#

asking for collaboration reasons

wide sorrel
vivid laurel
#

rip

atomic plaza
#

Any idea when the new spawnable objects will be added to Mappers?

wide sorrel
#

when ridicolas enters existence again

keen lion
#

Ranges between tomorrow and never again

#

Meaning the median time is never again

atomic plaza
keen lion
#

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

atomic plaza
#

Oof, well if you talk to him again tell him Chicken said hi

wide sorrel
#

#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

vivid laurel
#

ok this website is alot better for making these big 4k maps

#

took no time to make a 4k x 2k suzuka circuit image

keen lion
#

There is a blender plugin to make both textures as well as terrain

vivid laurel
#

all i need now is the chirpo houses, and some modeling for barriers aswell as finding a good base model for the track

vivid laurel
keen lion
#

Downdate blender? Idk

vivid laurel
#

i had its plugin on end and after 3.0 it no longer has the key to get access to either openstreet or navmap

lone bane
#

blenderGIS i thimk

lone bane
lone bane
#

anyone have an ideas for how i could be able to replicate this fire and smoke?

atomic plaza
#

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 see…

#

(You can use the flame thrower for the flames, not sure about smoke though)

lone bane
#

uh, not trying to commit war crimes but.....

#

too late

lone bane
atomic plaza
#

I think the flame particles don’t 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)

abstract sage
#

yeah probably

#

kinda weird how the prefab is multiple flamethrowers in one

blazing harbor
#

Both can be scaled down but the smoke remains the same size tho

#

The smoke Might be too small

hybrid vault
#

hi, short question: how to build on maps of trailmakers? so how to import it into trailmappers?

atomic plaza
hybrid vault
#

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?

inner nacelle
#

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

hybrid vault
#

so i have to build in the water?

inner nacelle
#

Are you trying to build something on Race Island?

hybrid vault
#

yes

hybrid vault
inner nacelle
#

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

hybrid vault
#

oh, wow, because of the 300 i thought i must go on -300. but thx for advice

inner nacelle
#

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.

abstract sage
#

why didnt the devs just put the maps at 0,0,0

inner nacelle
#

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 πŸ€·β€β™‚οΈ

clever ocean
#

how do i know i am at the level of the sea

wide sorrel
#

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

tacit rover
#

you can spawn just one from trailedit

abstract sage
#

why did you make it like that lol

tacit rover
#

ridicolas made it like that lmfao

#

ask him

abstract sage
#

unrelated but whoever thought you(referring to one person) and you(referring to multiple people) should be the same exact word should blow up

lone bane
#

yall

hybrid vault
#

another question, but more into the future of trailmappers: will we ever get respawn points? it would make so much things easier

lone bane
keen lion
#

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

lone bane
#

im assuming hes asking about respawn points as in the tab map, including multiple that you can teleport to seperately

#

he did say β€œrespawn points”

keen lion
#

Then no, but we can set points for the player to go with when holding backspace/dieing

hybrid vault
#

offtopic: shitty car, only hanging around while i trie to get maps to work

lone bane
#

literally just a cube:

#

the same "cube" from 100m away

wide sorrel
livid wigeon
lone bane
#

fire LOD system

livid wigeon
keen lion
#

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

lone bane
#

because an 8 vertices blender default cube is WAY to complex, it needs to be reduced to 1 at 1m away

keen lion
#

Yeah

#

12 triangles is too many

warm venture
#

Any way I can align things with a grid?

#

Making things perfectly straight is hard

inner nacelle
#

You could try setting the snapping amounts for position and scale to higher numbers.

wide sorrel
#

ctrl + move/rotate to snap to such snapping grid as well iirc

keen lion
#

big radar dish moment

#

sadly no proper texturing

blazing harbor
#

holy goober

keen lion
#

perhaps

blazing harbor
#

yummers

lone bane
livid wigeon
keen lion
#

what if it's in the desert?

#

anyhow, managed to make it look decent

livid wigeon
keen lion
#

blender

livid wigeon
keen lion
#

uv mapped it, and made a simple noise texture (i ain't gonna map it properly)

livid wigeon
keen lion
#

this simple

median beacon
#

Hey @shadow path sorry for ping but question

#

How do I upload a map to the workshop?

shadow path
#

when u r on ur host while mods active, theres an UPLOAD button, sec ill screenshot

median beacon
#

It says upload map in the session bar but like it asks me the co ordinates of the map and like idk them

shadow path
#

u do it through trailmakers not mappers

median beacon
#

I know

#

I'm not on rn so would a video tutorial be okay? If not then I can work with written

shadow path
#

@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 πŸ’œ

median beacon
#

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

shadow path
#

looking forward to see what have u TUNED

blazing harbor
keen lion
#

no, the rats stole it

blazing harbor
#

grrrr

#

howd you get the model

keen lion
#

crime

blazing harbor
#

bravo

keen lion
#

||ripped them||

#

i might just place the tm asset computer inside, it's better than a crappy texture on the actual server + console

lone bane
inner nacelle
#

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"

vivid laurel
#

can i artificially increase the max viewing distance

#

im ... kinda running out of view distance

wide sorrel
#

I mean in tmappers there's an option to, but not in tmakers, and it's a slider

vivid laurel
#

well its maxed out

#

and i cant go further

hybrid vault
#

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

inner nacelle
keen lion
#

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

ashen delta
#

can you select multiple objects and duplicate them?

#

If yes,how

keen lion
#

select multiple objects (shift+click) and press the duplicate button

ashen delta
#

ok

#

thx

maiden bloom
#

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

livid wigeon
#

could try to put a few placeholder assets, position those correctly and then build around those though

maiden bloom
#

So I can only load the wip map and check ingame? That's kinda tedious ngl

livid wigeon
#

takes maybe a minute

maiden bloom
#

aye, I'll see what I can do

hybrid vault
#

but how to change the picture that is shown in the workshop? it looks like there is nothing in there

inner nacelle
hybrid vault
#

thx

shadow path
keen lion
#

Do note max 1mb

lone bane
#

are there any limitations when it comes to having a custom object be marked as not static?

#

slightly heavy pallet

livid wigeon
#

gimme that

lone bane
#

ask blocky

#

its his

#

i still need answers

#

why cant i make the model unstatic

keen lion
#

That's odd

#

Honestly I don't remember how mapper handles it, but it should allow it

shadow path
#

@radiant oasis #1226065444364877835 message

keen lion
#

wacky lake map is almost done

#

man, i love the fog hiding all them radar dishes ||i really don't||

shadow path
lone bane
#

something good to know for the people:
1 blender meter = 1 tm meter (4 blocks)

ashen delta
#

How can I delete a light pillar? I placed one of these and couldn't delete it

wide sorrel
keen lion
#

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)

fallen cedar
#

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?

spring oracle
#

The map "F1 Track Feat. Craiyon AI inspired layout" by robertrdemare, has some really nice curbs using containers

fallen oxide
lone bane
#

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?

keen lion
#

(i sure hope noone realise how unnecessary big a port like this is for a landlocked lake)

keen lion
#

little spoiler (if only they didn't have those damn beams)

keen lion
#

aaaah, water not be deep enough, forced to dethrone....

fallen oxide
keen lion
#

it is quite big

abstract sage
#

jeez that looks great

#

how much of that is custom assets?

keen lion
#

close to none

#

a total of 7 different assets

livid wigeon
keen lion
#

yeah, but even if we count repeat it's at most 8 of each

#

(and 3 of them are part of the same building)

livid wigeon
keen lion
#

the dish so i can rotate it separately

#

the rest because if it was combined it gave errors, no clue why

livid wigeon
abstract sage
keen lion
#

all the ground is tm assets, if that's what you were wondering

abstract sage
#

yeah it looked custom

keen lion
#

it's called "spamming pointy ice and rocks"

blazing harbor
#

looks like a background 2d model

keen lion
#

nuh uh

fallen oxide
keen lion
#

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

fallen oxide
#

Indeed

blazing harbor
inner nacelle
fallen cedar
#

Yes that would be great!!

lone bane
#

absolutely insane mesh loading trailmakers

wide sorrel
#

mesh loader actually behaving for people?

#

unheard of in centuries

rancid temple
#

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?

keen lion
#

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

rancid temple
#

It only says "Loading Map "Map Name" 99%"

rancid temple
#

I fixed it. It appears one of the Chirpos is Cursed and prevents the map from fully loading in.

keen lion
#

Must be the usual

#

A "debugger loader" that says what it's spawning and asset loading percentages could be nice

frank musk
#

how do i install trailmappers

blazing harbor
frank musk
blazing harbor
#

idk why its like that

lone bane
#

is mesh loading based on drive speed or internet or what?

keen lion
#

Magic

abstract sage
#

it kinda depends on internet

lone bane