#Trailmappers
1 messages Β· Page 3 of 1
if he thinks loading a mod from ws always downloads it when you load it
Unless you are on someone else's server
then you would obviouslly need internet to exist there
No, it's local
yea ik
Only downloads when you subscribe, all the loading is done local
Ah, can't read
anyways best guess is tis based on how fast ur drive is
you can
no duh
but if youre in multiplayer and youre a client, the host will be sending you the asset data over the internet
you wouldnt be in the server if u didnt have interet
yes
Aj is talking about singleplayer
the same network communication happens even if youre in singleplayer
(of course, the data is not going through the internet in that case)
ok but the original question was about if texture/mesh loading speed was based off your computers drive speed, so yes?
i mean, yes, but then it also has to go through the same "chop up model into 50000 pieces and then send it to the client" procedure
So, cpu then
which map has the deepest ocean floor again
All was going so well, until my terrain started exporting like this
mmm yes the tasty bug when theres a certain amount of verts it just discards 3/4ths of them for no good reason
make your model simpler or split it
Ah I figured that might have been the case
Had to learn the hard way
I've noticed custom models have a "shiny" material, is there an easy way to change that?
add a custom texture and set its opacity low
ideally less than 4k bc in my testing 4k textures just dont really work
1024 should be safe
Thanks a lot! I'll see waht I can do
and if you want to tile the texture you can ummmmm do something in blender to scale the uv
hard to explain in text based off of memory
Don't you worry, I'll need to learn this stuff so a point in the right direction should get me going
can you put custom 3d models in trailmappers?
yes
Could you cut up a texture on something so it looks nicer at a larger scale?
Or would that require cutting the object
its probably a badly generated lod
Well compared to earlier, it's looking much healthier now
it happens right up close too
anyone has an idea of what to put in here?
made a beach, added some wood cabins cause it felt empty, but it feels very meh
also... placing a bunch of trees sure is annoying
dune buggy track
i was thinking something simple
protected baby sea turtle area
on one side: this is a lake
on the other, it's already so full of non-lake stuff that imma probably do that
its a lake that teleports to the ocean
if you make it to the floor of the lake you get teleported to the bottom of the ocean
any ideas for deep ocean life?
im making a big ocean map and i dont wanna just spam kelp prefabs
kelp
and i dont wanna just spam kelp prefabs
how about some bioluminescent shrimp?
i cant animate them tho
and i dont think i can make them glow
I see you've never seen one of the great lakes.
lore accurate uk map
(unfortunally the airport spawned at the point where its like 500mph winds so yk...
I'll think about it when I get there
Got abut 1/8th of the trees still to add
Those stupid trees with an extremely low lod
trees?
closest thing to something interesting lmao
google maps cube buildings
why is there no decent free plesiosaurus model...
Just search for lochness monster
ya don't think i tried that?
@keen lion sorry for the ping, i dont know if i sent you these assets i ripped back in the day. there should be more but im too lazy to be frank. dont know if they are complete or not so sorry for that too
also, is ridicolas MIA again? (if you happen to be in contact with him, say hello to him for me)
no, those are new
i am pretty sure the update that added them happened right after we completed the rest, so never got to that part
there is a bunch still missing afaik but they were annoying to rip coz the game just builds the asset out of multiple of the same objs
damn i wish high seas didnt have 500mph winds near the edges cuz this looks incredible
Spend 300 hours learning blender for 1 model, trust me.
he does not have the time for that (hes lazy)
@dusky bear #1226065444364877835 message
my honest reaction when i realize that the red shield asset doesn't appear in stranded
welp, map is uploaded, will recieve some tweaks if i remember
huhhhh
design a plane that counteracts 500mph winds
500 mph winds vs 35000 kg
W map
this map is actually good though
i needa make maps that improve underwater in all sandbox maps tbh
cause im actually decent at underwater terrain
accurate runway numbers
what kind of buildings should i add around my mach loop map?
low poly triangles
mmmm cube
Bomb the cubes
no warcrimes
WRONGβ
my spawnpoint model just disappeared (even after a restart)
Try zooming in, I think it is just covered by the white circle of the three axis.
no its literally just gone, i can only see the shadow
for mapmakers2024 will models/textures be preloaded for the stream cuz uhh...
i mightve gone a bit crazy
And ideas on why the Trailmappers export resizes these pipes? They're the correct scale in the editor
optimise optimise optimise
how...
most of them are theres only like 3 i have to shrink a bit
Also you should ideally be using texture atlases
the what
single color textures
a bunch of textures combined into one
sure ig
is this a sweet spot for loading?
for example here is one from sm, anything that is supposed to be tape is uv mapped onto this texture
Iβve always found anything higher than 700kb ends up taking a minute or longer
Some moron at TM decided that un-scaled pipes get much bigger, just set one of the scale axis to like 1.001 and it shoulf be fixed
Same happens for lava and some flowers, but I managed to catch those
how do i update the mod i made
Ah thanks a bunch, good to know all that work wasn't in vain
@wicked perch how do i update my mod?
Do you mean to update Trailmappers itself or to export your mod from Trailmappers, to Trailmakers?
the second one
i have it in trailmakers but i changed things
You can update it by exporting it again with the same button
ok ty
now thats just perfect
(i literally do not know what this collider is and why its here)
hmm
all of the custom objects I set as non-static are still being spawned as concave objects rather than rigidbodies 
oh it literally just doesn't have the code for it mb
I'll add it myself
got it to work but there seems to be a slight problem
yea i tried doing that to but didnt notice the fact they were concave
i was trying to make some pallets that work with a folklift but they were just stuck
yeah had to add a little bit of code manually
if only ridicolas still existed
are you able to send that here (probably just the function changes) for me and future reference?
buh
absolutely incredible dyno
how many times has dyno been helpful with "No Spamming" compared to when it was just annoying
just have the lua file, the only changes are setting gravity to 0 until loaded, teleporting player to spawn again after loaded, and under if(object.I.CustomTexture ~= "") then to allow for custom object rigidbodies
and now theres objects that werent intended to be not static breaking (wasnt turned off)
perfect
yea im probably just gonna not because terror soul kindly decided to try and optimise some of the textures in my map, but that means i dont have the new textures in trailmappers. gonna be a slight annoyance to reupload it
tried rotating the monitors more in the case of collisions but it didn't help with anything, might have to see if I can make them static until the map has finished loading
I am annoying
welp that fixed it
perfect it is now
small amount of property damage
what the hell i thought my ocean map was detailed
@lone bane
read the sign
fair enough
anything outside of the airbase was mostly built for aerial view, and not great function
its a great road once u get on it
yippe, someone actually playing my map
too bad it's jittery cause tm no like moving convexes
anyhow, just wait for when i add the elevator
I played it earlier today (a few hours ago) as well, was quite fun driving around on the little trail going past all the towers and trees in the forests
we do be elevating
had to use a custom model else it was too gittery, now need to give it a decent texture
how can you use code in trailmappers?
i'm just adding stuff to the main.lua file
the loader is just a mod that reads files and spawns assets, there is nothing stopping you from making changes
welp, elevator has ben uploaded
you can also put the code on a submodule and add a dofile call to the main.lua file, that way you don't have to worry about accidentally overwritting your own code
don't worry, exporting from mappers deletes any externals files anyway
great idea
so, i found it easier to just press ctrl z on vs code
#BlameRid
blaming rid rn
im trying to upload now but i dont know where the steamapps thing is, my file explorer doesnt look like that
can i still do it if i do it from Documents\Trailmappers\Saves\(mapname)?
Should be default on C:/program data if no
wha?
ok put this in the address bar in file explorer
C:\Program Files (x86)\Steam\steamapps\common\Trailmakers\mods
Sry auto correction from phone π€£
don't bother
just use mods/modname as the mod directory, it will work and get the correct location
i got it
should be uploading now
do i just need to put #MAPMAKERS2024 in the mod name for it to be submitted?
Yep, think even only on description is enough
why am i doing this to myself
how did i do this even
well,
i get to make all the terrain BEFORE adding thousands of shrubs
i guess thats a plus
halloween lore
π±
ππ ridicolas ππ
give us groups and drag select
@keen lion can you hax into gridicolas account and add grouping/drag select to trailmappers please i beg you
i will actually explode if i have to delete like 500 assets one by one again
ive wasted at least like 40m bc of no grouping/drag select
whats stopping me from updating the ws submission before the stream?
nothing
now whats stopping me from uodating it before thursday
aaaaaaaa what did alot to be there on time for stream...but its not today XD whhhattt XD i cant be there tmrw at this time damn π
oh god and its an hour later than usual, right after my free period
Not me being stuck with uni all afternoon
dont be old or something
Well here in Oz it's at 3am π
pain
OH WAIT I CAN WATCH THE STREAM HELL YEA
Just done watching my part
So glad i spent all the time making moving stuff just for it to be missed
Especially sad about the planetary/elevator part, but at least I know there is someone who liked them
Real bro
johannes spent 90% of the time exploring the surface of my sumbarine map talking about finding nemo π
did he end up finding nemo
water
You didnt have finding nemo on the map, much dissapointed
(this is not clips im slow)
how do you know
The planitarium was cool! I found it yesterday - it had a strange effect on my car though π
banger film though
I used to have to watch that as part of my french lessons, mustβve watched the film atleast 4 times in french
probably gonna get loaded in the map they were in previously
johanness was restarting the session every map for more "crash prevention"
probs test zone or dethrone or smth then
I'm going to kill them
they both updated to load on Test Zone
seems reasonable
you do not need a texture, if none is applied it will default to a glossy white. if a texture is applied it needs to be a png
and just so you know the alpha channel is used for roughness value, so there is no support for transparency and all textures used need to be set to a low opacity to not be glossy
GZ @versed moat really crazy mod π€ π
welp johannes did not open the info tab and did not know about melvins house rip
also forgot to thank terrorsoul for some of the optimzation on the models to make it not take 3-4 business days
It was nothing, maybe sometime soon maybe the community should make another full community map
imagine if we had coop building in trailmappers and we just all made one massive map
community mapping collab would go hard
that would be crazy, but if managed well could be better than anything else
rip to literally anyone who tries to load that map
I mean one way to do it would be to make a github repository for it and everyone has to pull before and push and commit after they changed something. Thats how it was done with the first community map
well first we need object grouping and drag select
we really do, I've needed it a lot as well
working with plants that are like 10 objects each is the most painful experience
You should learn trailedit, itβs not as bad as you think
and having to delete hundreds of plant objects 1 by 1 because your undo history ran out
The array spawning in trailedit is π€
cool but also i press ctrl c and ctrl v like 8 times and boom i have forest
i also dont have to deal with an interface that looks like it was designed in the early 2000s
Yeah but you donβt get randomisation of scale, rotation, position
tru
but if i just rotate the selection with every duplication its good enough
for basically everything
hmm, being able to control all selected objects individually on the local coordinates on top of what it is now like blender would be nice, rotating things around a specific local axis, so it doesn't all break when you rotate say something like the trees in a big forest that has multiple height/angle changes
tru
Why are boulder and sphere blocks not static even if I tick the field with the "static" option?
they just disappear
because flasbhbulb is goofy
i think if the object that acts like your ground takes too long to load, the non static object can fall through the ground before it loads
this would be a great :))
i think i mightve won popularity in the workshop with blueprints included lol
guys should i make a really big rally type map
i can use a mushroom prefab for grass surface
yes, it'd be fun, make it span most of the map's playable area, driving around on my 15km^2 WIP cargo map can be really fun and actually takes quite a while to get places with the size it is, so I'd say go for it
as in before stuff like water breaks down?
or just tracks within the map
as in before being in a build makes you respawn
my issue is that the game doesnt really work too nicely with big fancy nature
ahh yes
OH should i make GIGANTIC mountains that have down/uphill trails
that might be fun
the fun part is i can use a lowish poly mesh as my base and then use prefabs to cover most of it
trailrunner
ooh yeah can you link me some gameply of snowrunner if its applicable here
just search yt?
bit too late bud
that map is an island that from irl
how will that work? who bloody knows
if i do they'll probably literally be cubes with textures
what is that
blender has a way of painting objects per vertices which doesn't require a texture, some prefab models like the airborne sheep use it, pretty sure custom models don't support it however
blender is not responding
πͺ¦
subdivision jumpscare
nice icon pick
also happens when triangulated
yeah i undid the last subdivision, it's also triangulated, and it's just fine
i guess the lowpoly "guide" mesh will be quite low poly
functional i guess
ok bc im stupid, should i just use a flat green and pretend the trunk is meant to be green
cause i dunno how to do the fancy bs so its 2 diff colors
and vertex painting no worky
oh is this a randomly generating map? 
nah i plan to make it a offroad racing map
with a lot of angles via mountian
e.x. down/uphill
its also slightly large
which btw has the actual grass surface
and im working on getting skidmarks back without floating point imprecision killing me
and theres no flashes!
repairing also works VERY well somehow
like even motion repair works
now what am i gonna use for rockfaces...
super old message, but if you have time, try to add the numbers as individual faces suspended a few millimeters on top of the surface, instead of a full texture. its gonna make it look better since it wont have those pesky pixels
Hey guys, working on a race track right now. Its a replica of a karting track me and my friends race on irl. Is there like an easy, square or circle grass block?
as in with the grass surface? use the large mushrooms in the trees section iirc
set its vertical scale to like 0.01 if you want it to be flat
you are able to turn off its visibility if you dont want the visuals, while still having the right collider
(message for the other guy)
okay got it, thanks.
Hey guys, I have an issue. I have been trying to turn off collisions for my grass and curbs just because its too buggy and I couldnt get it to stop flinging me in the air when riding a curb or slightly on the grass. Anyway, the collisions toggle is set to off, yet i am still colliding with it.
is it just your player or wheels?
likely because we don't have an actual disable collision function in mods, and we have to use the set trigger function, which is still picked up by raycasts which the player and wheels use, it's unavoidable unless it's a custom object and you add an insanely scaled up cube (in the same model) around everything
its the wheels, thank you
Hey @sly mantle, FYI
Trailmappers has been unlisted from the german Steam store bc of the recent changes regarding age ratings.
You didn't set an age rating in time and it is no longer available here.
https://steamcommunity.com/groups/steamworks/announcements/detail/4678768276768588864
time to wait another year for him to reappear for approximately 1 week
yayy
How dare he have a life outside of this server
College has been crazy, been focusing on my major
Yeah, it be like that.
Got your priorities all wrong man. (This is a joke)
While making a c++ opengl based true type format rasterizer from the ground up is not as cool or moving as Trailmappers, its what is going to get me a grade.
Funny paper telling u "you smart"
But think about the profit:
Making trailmappers: -100$
College: -All the taxes$
||focus on college before you have to pay more||
opengl πͺ¦
when did trailmappers properly display reflection amount in-editor? π
i think it has since custom model update came out
aaaa collision off on custom model but still collides some of my other models dont have this issue?
wheels and the player still react to trigger objects
only real way to solve it is to add a giant cube surrounding everything in the model
seems good to me
shadows are not having it
figured it out
π
no custom textures or models in map?
the things i'd do for the darkness volume used in caves on stranded
That would be really nice
does anyone have any recommendations for good rally maps?
stuff for trophy trucks preferablyπ»
the older ones on the workshop arent great, and no one has made a particularly good one with non-road surfaces
ive considered but i have treasure island upgrade to do
I also considered a rally map once
someone told me to make a map inspired by one of the Darkar rally races, never got around to finishing it yet though
the things I'd do for fog
has anyone found a way to effectively make sure your custom objects dont have a hitbox? is there something i can do in blender to make sure the ray scan of the wheels doesnt find the surfaces?
darkness volume is low poly black fog
oopsie i left tmmm open all night
apparently if you put a huge cube covering the whole thing then it works better
make it invisible though otherwise shadow
why cant u make the white cubes non-static
because they're just non-referenced prefabs, they don't have a rigidbody version
having problems with my buildings - every single time i duplicate them from 2, some of the buildings generate the middle bricks first, they fall, and then the bottom ones generate causing the building to collapse - can i fix this at all?
seems like the load order has the roof spawn first sometimes; duplicate the roof and then delete the old one i think thatll work
got it to work a little more, did a silly with killdozer
I BEG AND PLEAD FOR DRAG SELECT EVERY TIME I WANNA MOVE JUST 1 BUILDING I HAVE TO SELECT LIKE 400 THINGS HUFGUuiedsofis
welp the trailmappers guy is on an infinite hiatus so gl tryna get an update on him lol
You have to force the auto-generated convex hull to generate miles out from your object in all directions.
No idea if this is the best way but the way I did it was to add a tiny triangle at each of the far distant corners of an imaginary massive cube around my object (these triangles are part of the actual object).
goddamn that looks so good
So I started testing out some hazard ideas for a new map...
wait how the rock spawns
i cant get that to work
unless its something you just did with code
those be 'splody barrels (because I am not clever enough to set that up myself I'm taking advantage of there built in respawn behavior)
this was planned when Rid was still working on the program. However... real life
^^^^
sorry for the ping, would you mind sending the .obj in here so i can copy what you did for my particular case? im not completely sure i comprehend exactly what im supposed to do (simply said im stoopid)
mods list, upload mod, mods/mod_filename_here
i did that but its not coming up in the workshop, is there a delay?
yeah there was it works now
nvm i figured it out. thanks for the tip!
this doesnt look as bad as i though it would
#1226065444364877835 message at least this is not happening anymore
stress test revealed that altho the fps are fine, for some reason server perfomance tanks and also im halfway stuck in the ground for some reason
and here you can see my fatal indecision as it seals my fate
for a sec I thought you were gonna intentionally place a purple space chirpo before the gif loaded
No problem. I would have happily sent you a file if you needed it. Your grass looks good.
Christmas break is soon, so I should have free time
And this is why I hate apple
Well we wish you good luck in your studies. Hopefully see you soon β€οΈ
Finals, wahoo
Kinda got bored so i decied to go though my old stuff. Looking back i made so many different maps that i never finished.... and i never will lmfao
now you combine them all into one
that bridge if fucking incredible
its also the thing that took the least time to make lmao. but i spent hours on the canyon itself tho
holy shit that looks epic especially those ruins and palm island
its was supposed to be vietnam rivers lmfao. but palm island will do
would it be possible to make a way for trailmappers to automatically get new assets out of tm? if other stuff like actually displaying it in editor is a issue then you could just give it a basic cube and write the prefab name on it. i reeeallly wanna use up to date assets immediately even if it looks scuffed in editor
i noticed that BlueBerryShrub_01 disappeared from the editor? tbf it also doesnt render in tm
nope. bc it relies on external files to represent the in game assets, they need to ripped manually. I and Jess could tell stories about how much of a burden that is. and Rid as well obv
hm. how about a menu to give it a list of all spawnable prefabs, and the ones it doesnt have models for it just displays as a cube with the PFB_WHATEVERHERE as the name
well you would have to push that to Rid. But i guess it is doable
there already is probably like at least 20 assets that arent implemented. if not more. but some are just way too dumb to try to rip out of the files, bc the game might build them out of multiple object files, or on other the textures might be weird and or missing.
adding more options for custom model physics would be good, ofc the physics type and also noiro says you can set mass
The hard part as bread said is the fact that is all tucked away in unity specific files, I can't just open it and get the data out easily, so all assets have to gotten from some program that already figured that out. Also getting the prefabs supported by trailmakers is also data stored deep in the files, unless you have a list in trailmappers that a user can set, but that seems janky.
Mmmm, months of work in something that has already been done 100x better.
ay, being able to use new prefabs without having to wait a year at a time would be nice, even if rather jank
and users being able to update it themselves, at practically any time is cool
although what might be best is to have people like jess who do the extracting be able to update trailmappers.
He could if he wanted, he has the github
does that auto update to steam?
Sadly not, but its not too hard to do
by far the most requested things besides more assets are:
- drag select
- selecting which type of physics a custom model uses
- correcting some of the stuff that has forced settings, like medium pine supposedly not having collision, and the halfpipe having no collision
but of course more assets is fun
Over winter break I should be able to go through all the assets and update/ add them, a lot of assets right now are just not fully set up
purple space chirpo; the destroyer of worlds
- much further render distance in editor
- drag selecting to select multiple objects at once
- grouping and ungrouping multiple objects together, and forcing all objects to scale, rotate, and move with each other as if it was one object
- allow removing the trailmappers spawnpoint
- concave object hitbox/selection
- customize editor plane level
- show pfb name under the trailmappers name for prefabs
- sprinkle tool (see #1226065444364877835 message)
bugs (trailmakers issues)
- "Fast Flapping Flag" aka kungfuflaglol is broken
- explosive salvage just spawns regular salvage
- "Wood Crate Branded" just spawns flat texture
- Power Core Crate looks different
- Explosive/Barrel does not despawn when you reexport map
- "White Shrub" looks different in game now
- "Green Beacon" does not render
- PFBs ArkCollected, Cactus_Mini, TreasureBeacon are missing texture
- SpaceWreckage2 has broken LOD; only shows from afar
- PFB_TimelinePodLandingClimbIsland door glass is no longer translucent
- PFBs CharredTree, CharredBush, Savannah_Tree, SlenderPineTree-Final_FBX, have overly shiny textures
- PFB_CharredTree2 has missing & shiny texture
- PFB_SlenderPineTree-Final_FBX has poor LOD; disappear from a short distance
Rock_Detail_Top_Desert
Rock_Detail_Top_Mud1
ChallengeCheckpointEnd_Floating_Expedition
ChallengeSignUpExpedition_Floating_Expedition
FlameThrowerEffect (singular, and not a set of 5)
SpaceRing_01
SpaceRing_02
SpaceRing_03
SpaceWreckage2 (broken LOD in tm; only shows from afar)
Airvent_Double
PipeThruHill
LED_PIXEL_ARROW_X5_Yellow
LED_PIXEL_ARROW_X5
DetourSign
RoadClosedSign
ConstructionRoadClosedFenceDestructable (physics by default)
Loop_Dangerzone
ConstructionCylinderCone
Christmas_Short_Lush_Pine
Christmas_Short_Slender_Pine
Christmas_Tall_SlenderPine
LED_Sign_ARROW_LED
ChaserAI (texture is missing in tm and ai is gone)
MovePuzzleStart
i think those are all of the ones trailmappers currently is missing
Also the blue circle:
PFB_MovePuzzleStart
(again these are Trailmakers bugs)
- Both the normal barrel and the explosive barrel always respawn no matter what.
- PFB_BlockHunt (the blue beacon) spawns with a horrible constant synthetic sound which is unbearable once you spawn a number of them close together. It also spawns with a weird angled yellow ring which it never used to have.
I could definitely offer some help with the ripping if you would like, getting the files is sometimes definitely annoying. I think i even have some of the asset files ready already
A Mappers update for Christmas
?!? Miracles do come true! But promise you wonβt stress yourself too much over updating Mappers over the break, education is important or something like that so take time to unwind!
#1226065444364877835 message also heres an old bug collection that i made way back. most of them are still relevant tho.
the first one i already listed
Explosive/Barrel does not despawn when you reexport map
All good. I thought you had listed only the Explosive Barrel π Thanks for listing all the other stuff too.
also umm... no more of dis pls?
wonder if trailmappers could automatically apply alpha values when exporting instead of doing it manually
I mean it could, but...
would probably make it a bit easier to look through my custom model folders, i dont do names
Can we add a Trailmappers button that I can click and it just creates a map for me ready to upload
i get using atlases but also i havent really needed different roughness for everything, its just either completely glossy or not
can we add ai generate map button
no
new 20km x 20km map plan (75% tm scale)
based around the Meiringen Air Base from the Swiss Air Force
airfield has been paved and im planning on making most of the buildings and houses around the map (at least with what i can see on the satellite texture + google earth)
very large project but will be a fun multiplayer map including places for many different vehicles to be used in multiplayer
20km x 20km square around this exact point
ima need this military base and the ruins for the film
dm me them or something
@tacit rover forgot to reply to the thing
The airfield sucks performance wise bc i spammed the mushroom tree asset. Could be doable better with custom grass asset. When ill get home ill send you both
i remember some of those
omfg please fix stuff like this happening. it happens a lot with trees and custom models
desert/red rocks are too red
I think it's detecting a convex version of the custom model when you click there
it is
very annoying when working on large custom terrain pieces like in mach oop
why is #0000ee purple
same hex code (TM put into TMMM) its also noisy as hell
menu solid background color
TM (source hex) | TMMM
seems like the whole game has a thing for bad colors
wtf
might be the trailmappers fog
explain?
well im pretty sure that trailmappers applies a fog just like trailmakers does
no? i can clearly see the render distance cutoff
the only transition would be the sheer amount of bloom from sky to ground
then i might be wrong
dude is above 60% of the people in this discord
he admitted he might be wrong
?
a lot of people in this discord refuse to admit theyre wrong and especially on the most absurd/dumb things too
you would know
...
hey @sly mantle i was just discussing making extremely detailed islands with noiro for a mod we're making. if we had a tool to sprinkle a set of objects over wherever the mouse is that would be really useful. the amount of detail i'm looking for is on par if not better than an official map. this may be hundreds if not thousands of objects across all islands we plan on making; and i really don't want to position all of those individually. to put my feature request into bullet points:
- sprinkle tool that places many objects connected to whatever surface the mouse is over while clicking
- save sprinkle tool configurations
- customize which objects are sprinkled
- settings for each individual object in the configuration
- set position offsets on all 3 axis
- for example, set a -y offset for a tree so that the bottom of the trunk is never exposed
- set which rotation axis are modified and random offset (also optionally around a local axis)
- same thing for scale too
- density value for how often this object is placed
- cluster spawning, so instead of uniform distribution you can customize how much it will spawn in fewer, but denser groups of that object
- offset so you can have multiple objects be clustered in the same area
- set position offsets on all 3 axis
- for example, you can set a tree to always face upwards and with a slight yaw/pitch offset
- settings for each individual object in the configuration
- radius for how much area to affect at once
- strength multiplier value for the configuration, if you want to change how much is spawned as a whole
- once a click is released, automatically select all objects spawned by that click
- for example, if you wanted to quickly group that modification
- specified offset so you can repeat a given pattern at a position
oh and then also add object grouping and concave custom object hitboxes and drag selecting
this is my christmas wish for trailmappers
Bro is not getting paid for thisππ
the amount of detail i'm looking for is on par if not better than an official map
that's not gonna load in game even if you magically make it
Might as well ask for the keys to the city and a unicorn while youβre at it
i argue that <1k objects (mostly prefabs) will load however if it doesn't then i suppose this can be a really overpowered tree placer
if the objects have a lot of triangles for high detail it can be a problem as well
are you talking about custom models or PFB prefabs? cause yeah with enough tris trailmakers could struggle but i think thats an issue for mappers to deal with, if they cram THAT much detail (custom and/or PFBs) into a map.
looking at official maps like stranded/rally i believe that it will be fine unless a mapper were to overuse the tool
mainly custom models
ah yeah then that might be an issue in some cases. at least for my use case, all i'll really need is the tree PFBs and a couple foliage PFBs, and MAYBE a grass model once collisions are fixed
so for what i believe to become a major use case, it'll be fine
droppod has incorrect origin location
A foliage tool might be possible, of course when I get back and start work on this I'll have priorities so it might be lower. Also colors might look weird because of color correction in post processing.
what are the top priorities?
Bugs and assets, also drag select has been asked for a long time
ill keep updating #1226065444364877835 message (requests & TM PFB bugs) and #1226065444364877835 message (missing PFBs)
Trailmappers bugs
- tiling textures move when scrolling the objects list
- Crashed Plane smoke particles are too big in the objects list
- you cannot spawn ONE flamethrower PFB
- Beach Ball, Mine, Present, Torpedo, Boulder, Snowball, Sphere are not scaled visually in Trailmakers
- in the objects list, objects spin infinitely in one direction instead of switching back and forth like in Trailmakers
- Fast/Slow Flapping Flags cloth are affected by moving them in TMMM but not in Trailmakers
- UV of overwritten custom models doesn't update until you reopen the map
- Drop Pod has incorrect origin
- Incorrectly setup objects
- Forced settings examples:
- Medium Pine supposedly not having collision
- Half Pipe having no collision
- Forced settings examples:
- #1226065444364877835 message
Trailmappers oddities
- Some PFBs have alternate scaling
- e.g. Mine has 0.5,0.5,0.5, Magnetic Cube has 5,0.1,10
- Post processing is really weird in some cases (e.g. you cannot have a deep blue sky in Trailmappers)
- UI has incorrect colors in some cases
out of date objects
many duplicates from TM PFB bugs list:
- Fast Flapping Flag texture & animation (broken in TM)
- Wood Crate Branded texture (broken in TM)
- Power Core Crate texture (broken in TM)
- White Shrub texture
- Ark texture (broken in TM)
- Charred Tree One texture (broken in TM)
- Charred Tall Stump texture (broken in TM)
- Charred Stump texture (broken in TM)
- Red "Desert" rocks texture (#1226065444364877835 message)
- Savannah Tree Large texture (broken in TM)
- Beacon texture (broken in TM)
- Slender Pine Tree texture (broken in TM, and poor in-game LOD)
- Wind is out of date
- Drop Pod door translucency
- Present translucency
- Explosive Salvage objects are converted to regular salvage
- Green Beacon no longer renders in Trailmakers (broken in TM)
highly requested suggestions
-
object grouping with additional modifier key to select and edit an object independently from it's group
-
concave object hitboxes (#1226065444364877835 message)
-
even more render distance
-
fix being delisted from german steam store due to missing age rating (#1226065444364877835 message)
-
sprinkle tool (known)
-
drag select (known)
-
more PFBs (known, list @#1226065444364877835 message)
-
set mass of custom models (noiro says its possible)
-
auto update Steam build from GitHub so that people like Jess can update with new assets ASAP
really small suggestions
- improve post processing accuracy again (see #1226065444364877835 message)
- set which physics type to use for custom models
- object count on the right of top bar in the editor
- detect complex custom models/high-res textures and display a long/infinite-load time warning when you hover over them
- icons for custom model folders (something like icon.png within the folder)
- on-hover descriptions of basically everything within the editor
- e.g. objects, object folder categories, editor categories (PFBs and custom models)
- option to disable ray tracing or whatever is causing tons of noise
- Font thickness is too thick compared to Trailmakers in some cases
- e.g. top bar in editor
- All PFBs should have scale set to 1,1,1 by default
some of this is actually trailmakers bugs iirc
I remember using maptrail and the drop pod having an offset origin location too
I think someone back in the day made a list of all the PFBs that are not included in Trailmappers yet, could you please send it here so I can start ripping it, so i can save Rid of some work Also, did the new update bring any new prefabs?
no, only the audio file was changed (according to my file explorer)
but like in editor the gizmo is way off from center
#1226065444364877835 message
thx
progress?
can you provide more detail?
well i ripped all the ones that were simple to do, just one file for the object and 2 for the texture. But there are so many annoying ones, like loop dagerzone, that is made of multiple objects and glued using all kinds of textures that are not even linked to it in the ripper. so i dont know how imma go about this.
@livid wigeon speaking of, what exactly is ChaserAI? I cant spawn it in via Trailedit, nothing like that shows up
trailedit cant spawn it but if you edit a trailmappers map it can spawn it. it used to be a bird which can chase the player and deal damage. but now the texture and AI is gone; only the model and animations remain
@tacit rover would it be possible to rip the terrain model of the maps and have it be optionally visible in mappers? although looking at how long thats been requested i suspect its not really possible
being able to shape a custom terrain model (or maybe it splits a detailed one in-mappers into multiple for in-game) in mappers would be sick but that could be for next year
having that would bring us one step closer ||(wild LP reference)|| to having a mapping tool like what flashbulb has
Well not really since you can find some individual parts of the map, however, some parts are created through other 3d software tools and those parts dont show up in the game files, but i suppose the game is given instructions on how to build that terrain. Also, you would somehow need to dig out the exact types, number, and position of the prefabs and i dont know if that is even doable.
oh i was just looking for the terrain mesh/model/whatever that has the surfaces like grass/mud/sand etc but yeah ig
Sadly that type of mesh is not in the modding api afaik so no luck for us
Very theoretically you could do it but you would need to basically hack the game, and edit the files in unity or something like that
any more progress on new pfbs from when i last asked?
not really, didnt have much time for it
seems like it'd be possible
I have ripped the terrain models of maps in the past
why doesn't he use this power for other lost maps hmm
I don't have access to the pre-alpha build
earliest I have access to is alpha demo, and there's very little remnants of pre-alpha in alpha demo files
or an expedition sandbox mod
Ultimate Expedition > beta expedition
and i think for what i would personally need, just having the underlying surface mesh (the stuff with the grass/mud/sand surface) is all i would really need.
but some people may want the extra pfbs/assets on top which idk if thatll be possible
The problem is even if you could rip the terrain mesh it would loose its dynamic traction and grass when spawned through the modding api
thats not the point,
the point is to have the model inside of trailmappers to better reference the map while building. say if you want to extend parts of existing maps you would have a visual of what the terrain looks like in trailmappers
the crossed out stuff is correct
ok then
but theres more important stuff to be added
than breaking tos/eula/whateveritis even more
Alright, I am working on the project again, I updated to the latest version of unity and pretty much everything is working, just need to figure out a few warnings
as a whole we need customizable editor grid height
and for these maps having sea floor and water level ofc
i dont think the little goobers like the tiny rocks w/ fish are needed in trailmappers, but i do think the shipwreck thing would be good
nice nice. just wanna make sure you know that i made lists of all the stuff suggested / other stuff at #1226065444364877835 message and a couple messages down
bigbadbreb is working on ripping assets too
ah ok, that makes more sense. It'd be real annoying trying to select and edit things with a giant mesh in the way though
its probably gonna be togglable if its added, though looks like they're gonna have to rip the mesh first
as ive said i think its lower on the todo list
and i think a sprinkle tool, object grouping, and concave object hitboxes would be more useful
it would be treated more like the editor grid plane, rather than an actual object; it's a guide to place objects on
still applies, having a mesh in the way of some building
though at that point why do you have it on if you dont need the map
yeah exactly. i suppose this would quite literally be added as an editor plane option as that seems the easiest and most intuitive way
the point is for it to be there as reference so you can see the map and position stuff on it super easily
same thing as we have right now with test zone floor, the normal grid, and nothing options
yeah, its just that these editor plane options come with the terrain of a map, maybe the pfb/assets on top of it, and the sea floor and sea level planes
if anyone ever dabbled in file ripping and is willing to land me a hand, im missing the dangerzone loop textures, cant seem to find them, plus they kinda kinda dont work with the UVs in blender when i try to match them, so i dont really know how id go about it
render distance update when
(this is 15km x 15km aka size of normal tm map, any more is just not necessary)
You do know why render distance and LOD exist right? Your asking your hardware and the software to render a whole lot at once. I guess itβd be optional so you can feel free to torcher your pc at will but I donβt see this being high in the priority list
Itβs not distance that matters itβs that youβd be rendering everything at once thatβll kill it. But again, yeah itβd be optional so turn up the heat at your own discretion
yeah, it's like LoDs were made specifically to optimize rendering of far away objects
i feel like this could have a bunch of tree PFBs added once sprinkle tool update drops
would make it look a lot nicer if its actually able to run
@wide sorrel
ngl noiro i think youd actually fit in quite well as an assets ripper for trailmappers cause youre so good at it
rah
maybe give tutorial for the other asset rippers for that idk
(its already in the options panel, just capped to that amount)
so far ive had zero performance issues, LOD systems are already implemented into trailmappers, and a render distance setting is already included, just with a maximum limit. i really dont believe trailmappers will suffer as much you say it will
well your perfomance is not an issue because you are using just one asset, so only so many polygons are drawn on the screen. but i do agree that it could be increased even beyond what it is, since for me so far ive had 0 performance issues even at max render distance and a lot of expensive assets on screen.
and besides, that is what the slider is for isnt it? if its lagging, lower it. but if unity would allow for more render distance, why not go for it?
theres 4 but point still applies,
even on one of the maps that is essentially entirely made of hundreds of custom models, ive had zero issues with
i mean if you make a map that trailmappers is gonna struggle with, TM is probably not gonna handle it so well either
how did i change the roughness thing on custom texture
it had something to do with changing the alpha of the texture
low alpha = more matte
you can use basically any image editor program, you can just make the image kind of transparent
ok
also do the textures go into the same folder as custom models?
i dont know where to put them
yes
png or jpg
not wΓΆrkin
it just makes the png white
this is not the optimal outcome
well it doesnt matter
the models too big it seems
dont set it to 100% transparency, just do like 90 or something
game likes to die if the model has 15-20k+ tris
ill just use the model as a base and build the map with prefabs
ill just dress up the map
for me it dies if i subdivide the model more than like 5 times
maybe 6
Alright, started importing assets
yay
@lone bane slightly deranged request, but how much effort would it be for you to make a version of the Mach Loop map for testzone that's close to the floor instead of >1km up?
Wouldn't need the whole plane/mission thing
I was testing the multipart truck for the whole convoy thing, and only one of the modules works.
The other 3 violently explode due to mp collisions.
Either it's the custom map object being weird for collisions or the height (floating point??)
Bc the modules work in the other maps and in clean testzone too...
sure shouldnt be too hard to ctrl a everything and move it
are you okay with the not optimized textures? its a bit harder to get those since terrorsoul only sent me the optimizations as the mod and not a trailmappers map, its a bit harder to move that
also its easier to remove the mission code just exporting again through trailmappers
Assuming the texture loads & doesn't crash us out im fine with it lol
its just gonna take a much longer time to load thats basically it
and it has a better sand texture :)
alright here you go π
now that i think you probably didnt need the entire airbase
Yippie
Will try this evening (I'm at work lol)
Nah that's fine. We can use it as a staging ground. The truck just about fits into the hangar
ok well just incase you do, i did remove essentially everything from the airbase except this part including the hangers
-# also dont forget to put on the distance tracking mod i do wanna know how long the road is π
You really went and removed the nice airstrip but not the goofy shack on the on-ramp xD
its purpose was to tell you how sad the road is 
actually i forgot to not delete that sign oops
@lone bane do you have the melvin model?
if you are in the modding discord it is here #1315437398074589244 message
otherwise you can join through terrorsouls profile
i have a bunch ripped, want them? (imma dm you a google drive link if you want)
not fully complete but it gets at least some out of the way
make sure to remove the background layer in your program (if you are using Paint, it aint gonna work, no layers, no transparency)
Is alright if I don't include space wreckage 2 for now? because it is messed up in so many ways in trailmakers.
sure. see #1226065444364877835 message for out of date prefabs
damn i thought this was dethroneless water instead of waterless dethrone :(
waterless dethrone known as boring dethrone
water is most of the map's shape why are you removing it
it might as well be test zone with a crown and the occasional rock without the water
Just got into trailmapper, really cool stuff and very impressive UI (saying that as someone who works with professional CAD softwares), anyways, I was wondering if there is a way to build on any other map than the test map (or have a simplified 3D representation of them as a reference for placing stuff), I want to add a monorail track to the existing maps.
btw white shrub goes black on low shader quality
i think the pfb name is rockdetailbush or something
so could just call it rock bush
xd
fire map name man
i keep wanting to do a general test map but i keep subconciously making a new map with increasingly dumber and dumber names
Update, I have imported all the assets except for space wreckage 2
even ChaserAI?
He doesn't have animations I can rip, that's why I never added him, it was actually one of the first assets I ripped
Also, never NEVER touch the chaser after it's dead, that has crashed my game one too many times lol
He's added now btw
do you think you'll have the time to add the sprinkle tool? me and noiro's project is currently on hold until it's added (this is entirely on noiro, he wants me to finish the maps before he continues)
(i also kind of want it for my massive pvp map and any future large scale maps)
if it actually receives as much if not more configuration as i requested itll be useful for like everything
also concave selection for custom models
placing trees, placing bushes, hell even placing rocks on a cliff
yeah i imagine for this to work rid will have to add that
sprinkle tool + objects grouping = sprinkle groups
i actually did suggest selecting everything in the most recent sprinkle tool operation once it finishes so that you can group it, for things like forests
and then also a modifier key to select and edit something independently from it's group
this is really useful for forests where you can add the forest, group it, and then independently select and remove poorly placed trees. (or modify some other poor ones too)
oh yeah i wanted to make sure, does trailmappers use a specific format for 3d model importing? such as like .obj and such
ok good to know ahead of time before i attempt anything
I think Rid needs to add a "Donate for further improvements" button to the main menu π
Also the games modding functionality still isnβt in a good enough state to support these large custom mesh maps
Even managed to find a way to import the stupid Christmas trees with lights? And the dangerzone loop too?
doesnt tm take jpg for textures but not trailmappers?
I think so, yeah
3rd for me too
Those were actually pretty easy, the hardest one for me was the arrow sign, there is no model I could find with the right name so I just imported a different arrow sign and made it look like the one in game
doesnt the one i gave you match?
i thought this was it
and also, did the glowing arrows match? i just kinda eyeballed their models since the game probably builds them of an individual model
They seemed to, I had to do some shader shenanigans to get the blue ones blinking like in game
Oh yeah, I don't know why I went searching for it in game, did you find it by name?
Also, if you want to know, you can actually add a file called icon.png in category folders in custom models and it will appear as that categories image
wait a sec u can do folders????
fire
Yea, it turns it into categories, and with a icon.png inside it adds it as the icon. It also makes it easy to share custom model packs.
i swear when i tried that it didnt work... hmmm
Let me know if it still doesn't work, I'll look into it
Worked flawlessly for me
Something remotely sign/LED related afaik
Also one more thing, are the colour adjusted textures i sent you better? (It was the fungus and desert rock) If you have tried them that is
Desert rock is way better, I have not gotten to the fungus yet, I got distracted with drag select
Donβt forget about the crypto-mining feature, got to make people pay for it somehow
Also you should add redshell analytics, I hear itβs highly rated /jk
Got to sell data some how, no clue who would buy my data, but I can try
Got to claw back that steam publishing fee somehow
it works, dw
sell map data to soulless ai company and create an ai-generate-trailmakers-map button
rid you should use trail ocean in the next update's menu background video
it looks really cool trust me bro
ok looking at the 1st large island for raftmakers, im thinking of how to detail the island. i can only think of things that would be 10x faster with the sprinkle tool XD. it feels like it'd be so useful almost all detailing with a lot of variated objects would be done with it
Temp UI but you get the idea
i love you
im so happy π₯Ή
sheep
will this be literally just raft in trailmakers?
like when you go in a direction random islands spawn
You have no idea how much this saves my bacon. I was testing out some map hazard ideas and before I knew it I was adding details and was stuck with a large complex mess I had no idea how I was going to relocate
not exactly because we cant perfectly replicate raft but i wanna add some more trailmakersy stuff. i don't think raft has combat using multiple different rafts at once and i think that could be really fun
but yes we will add islands that have cool resources n stuff
π
itll most likely be random seed generation for islands. on world creation youll either have it generate a random seed for the islands, or you can specify your own
we are lucky to have trailmappers π and even luckier to reach out ridicolas to keep up his awesommeeee work!
these screenshots are from trail ocean, my deep ocean map from #mapmakers2024
i love trailmappers. trail ocean would have massively benefitted from sprinkle tool (kelp placement) and object grouping (kelp and those multipart plants in image 4)
I probably won't put the sprinkle tool in this update, rather release the drag section now then work on it.
a lot of people also suggested being able to remove the custom spawnpoint. this can be for later though cause its easy to remove it from the exported lua (could also just move all the custom spawnpoint stuff into the same area and put a "DELETE THIS TO REMOVE CUSTOM SPAWNPOINT" comment)
What would make quite some sense would be removing the spawn point by default and being able to place any number of them (tho one has to be set as the default) except that last part it can be handled directly in the lua
Also, I fixed the custom models not being able to have physics, no clue how I forgot about that. Also added all the weight stuff, so you can make stuff different weights.
sprinkle tool is still probably able to come out this winter, right?
Should be, I got time I'm back home for two more weeks
the hype is so real
react to this message with a train emoji if you are hyped for sprinkle tool
what about object grouping? is that somewhere on the planned list?
How does importing maps work?
I sent the map file zipped in documents/Trailmappers/saves
I asked my friend to unzip the file, and paste it in documents/Trailmappers/saves
now what should I do?
do you want your friend to edit the map or just use it in game?
i think to edit it
If it is a save folder you should just be able to plop it into the saves folder
it worked, must have just taken a while to load
if its a save folder with custom assets you also have to copy their model/texture locations exactly
although the textures arent as necessary as the models
even if raftmakers wont go through im still gonna make some detailed maps with the stuff i can do
Alright, the update is out, have fun with drag select
Also the Germany age rating stuff I am still trying to figure out, because it says I have done everything I need which is very false
It might be because it is a play test
YYYEEEEEAHHHHHSS
finally i can use trailmappers without craving the sweet release of death
theres still no object grouping sadly
we needed a black sheep
its gonna be white ingame
aww
with whats hopefully coming this winter, is it really a playtest anymore?
and i think quite a few people get turned off when they see they have to apply
even if its instant
The bears wont disappear from the map after deleting them in trailmappers
probably an issue with TM modding, barrels and explosive ones do the same thing
how do i get rid of this thing π
let it chase your vehicle and then explode
its not real
it might be messed up cause its clipped into the ground
it spawns like that everytime i export the map
have you relauched the game?
evil sheep
According to our DMS the black sheep already happened once, I don't mention the fix tho
don't need to relaunch the whole game, just leave and enter a map
the new rock textures (including previously red "desert" rock) are a bit scuffed in the object list
actually in general the new rock things are a bit messed up
10 errors when deleting Blue Arrows; sending in a moment
oh my god is purple space chirpo fixed
Yea, I might take it off play test after all of this
they might be missing their normals or something, i guess i could search for better textures in the files and send them to rid
seems like multiple models dont have normals including the dark living rocks, grass living rocks and fungus living rocks. also fungus texture is still way off as well as the desert rocks, so imma try to HSV correct them. and in case youll be putting out an update Rid, can you pretty please make the moon rocks, and the crystal rocks the special shader non scalable texture to make them more accurate?
also all crystal rocks should have the same texture (rn the uvs or something is a bit messed) and i think they should be in rocks nonliving instead of space
thank god for ninja ripper otherwise i would never have found those extremely specific (and definitely inappropriately named) normal textures
also it appears that rock_detail_top_mud1 has the same fancy shader texture as well. imma provide the two necessary files too
the same properties apply to rock_detail_top_desert as well (turns out im blind and the textures are already implemented, imma get the normals anyway tho)
dm with the files sent!
Thanks man, I'll look at it in a bit
I have no experience with 3d models, and i've imported some into Trailmappers, but how do I get the textures to work correctly? Or at least how do I replace them so they work correctly ingame?
you have to use .png because they work with both trailmappers and trailmakers. the lower the opacity, the less shiny the texture is.
generally keep textures smaller or equal to 1024x1024 though sometimes it can work
i recommend to scale most models' UV up so that the texture tiles. this will help with lower resolution textures and especially with terrain.
and i also recommend using a lot of official prefabs on top of a terrain model because it will load much quicker and look nicer because of the fancier textures the official assets have. custom models can't have a surface (traction/grip) like grass/sand/dirt/mud but you can use big red mushroom prefabs for grass and the snow plate prefabs for snow
the high seas rock prefabs also have a "slippery grass" surface but that's only on the top
alright, thanks
me when satellite imagery textures
I got 2 crashes when moving the camera while making my map
the map has alot of assets which may have something to do with it
there are no custom models on the map
I feel like the worst part of modding is starting to show.
Keeping up with new versions.
the worst part of modding is that its only on one platform and barely worked on bc of it
Depends how often the game updates
not just that, its simply because modding is currently only available on the steam version, and that is the reason its being neglected. Devs really donβt want to add more features to modding because it only benefits one platform
this is what i said
and its not really that they dont want to, it's that they have better and more important things to work on... like the things for all platforms such as the entire rest of the game
Yeah true also
For another game called rimworld theres one guy with like 40 mods he has to update every game updage
@sly mantle progress update?
I got a bit distracted
i see
Some of the objects in trailmappers have textures with grass on the top side regardless of rotation. These displayed textures often do not match up when put into trailmakers. How hard would it be to make these textures match up?
let bro have some damn Christmas time π
a dev might need to answer this one for me but - since ive been talking alot about adding the tesselated terrain that normal maps tend to have; is that a feature exlusive to original maps or can unity technically allow you to make them in an editor in realtime too if you knew how to code it in (theyre meta surfaces , as far as i know)
you got at least 5 days before a response, they're on their break
don't think they will respond in this channel, if they respond to your question at all. and as aj said after they get back from break
prolly ask in the general modding chat for best chance
I got a guitar lol, I've been messing with it
w
is there anything in trailmappers that gives off a lot of light?
i have a really dark area i need to light up
preferably from the roof
the power core block
make it invisible and static and not collideable
Cannot change its size tho
you just need alot of them to emit alot of light
oh thanks
chests from airborne, rings of fire are very bright
how do i import maps i downloaded from the workshop into trailmappers playtest? what do i import? the file named map?
but there is no file named map in the downloaded mods?! in my own map, there is a map file(C:\Program Files (x86)\Steam\steamapps\common\Trailmakers\mods\park) but if i click on import in trailmappers it says that the file doesnt exist?!
where are the files of workshop maps?
i deleted one of my maps in the explorer and after loading int trailmakers. the mod was gone in the mod select menu. i opened the workshop and i was still subscribed. i unsubscribed and resubscribed but the map-folder wont show up in the mod trajectory
Trailmakers Workshop mods (and Blueprints) are located in your Steam Library. Eg
C:\Program Files (x86)\Steam\steamapps\workshop\content\585420
or maybe...
D:\SteamLibrary\steamapps\workshop\content\585420
You'll then be confronted with many folders with number codes. One of those is the ~~ droid~~ mod you are looking for π
Search the 585420 folder for "Preview.png" and show the results as "Large Icons".
Right click the preview that matches the mod you are looking for and "Open file location".
thx! it worked, i now located the map, how do i import it in trailmappers?
how do i import it ino trailmappers? copying that trajectory and pasting it in trailmappers doesnt do anything. at least it doesnt say the file woulngt exist. the import button does nothing when clicked, or so it seems
you need to copy the file to a folder in documents/trailmappers/saves
if i copy in the file it wont show up in the saved maps section. if i copy the folder of the mod in, it shows up with icon and everything. if i click on edit it puts me in the editor but thers no sign of any objects. i looked at the map file in text editor and i found out that dragon city mod obviously has all the blocks in the file why is this?
try putting the map file and the preview.png file
i tried it. still nothing but the spawnpoint are loaded in.
is there a web page about it?
iirc the import button is for importing trailedit maps
Does anyone know how to fix the bug that causes custom models to render as a cube with no texture but still have correct collisions?
wait for the model to load
unfortunately for trailmakers terms 3 MB is a lot
best to keep the model under 700 kb for under minute load time, model loading times are just really stupidly slow
if you need, decrease the models triangle count or split the model into multiple parts
im not entirely sure why but after 1.9.5 it seems textures load much faster (one 4k texture in about 5-7 seconds) and a 1mb model took about maybe 3-5 seconds
is there an easy way to split models or is it very manual
4k? before 4k textures barely loaded at all
no
i do manual
usually only for terrain
its in singleplayer idk about multiplayer, but i found people asking about the color dots on a texture after maybe 10-20 seconds from joining which also includes the time for them to realize and such
It still takes same amount of time for models/textures to load, it just caches them now on first loading
the texture time is for sure on the first load (no cache). the model time shouldve been on first load too
looks like the flamethrower part is missing its texture and fire
or its just underground?
ok apparently my terrain blocks fire
You should be able to make all things non static, I want to tow GC-4020
i think there are limitations on certain prefabs with modding, not trailmappers
how do I get textures to work? I know I have to have png's but i'm using downloaded OBJ Files
on a custom models config settings you can set the texture, make sure the texture is small enough resolution to load fast
for something that doesnt need much detail id make it ~512x512 or lower
aight i'll try that
4k textures on a modern midrange pc take 5-7 seconds, good for terrain megatextures
1024x1024 or 2048x2048 should be very good for detailed textures
1024 is usually a good sweet-spot
I know nothing about 3d modeling to the slightest π
DELETE THE DEFAULT CUBE
real blender users will know
im gonna try to load a 7.5mb terrain mesh into trailmakers nad it will die instantly
it died at 60%, probably when it got to loading the big mesh
OH
IT HASNT COMPLETELY DIED
NAH IT LOADED IT BUT ITS ALL GON
indeed it deleted like 75% of it
fun fact
32767 is the limit (32.7k)
and this has 131k tris
and so thats about 4x the limit, which it then deletes about 75% so that adds up
They seem to mess with my camera, anything else I can use?
no
you can try power core crate but that emits blue light
how come maps load in a matter of seconds in trailmappers but take minutes in trailmakers?
the loading system that buffers the objects is extremely outdated and poorly made, especially for custom objects
could that be fixed with a mod?
nope
the modding api is very limited in this regard
what are you trying to load btw?
dunno how to describe it
lmfao, im asking mainly bc of the object amount /custom object file sizes
well it's 1000 kb
which i now realize is quite a bit
and i think there are 30 of them
yeah unfortunately that is quite big for trailmakers
30 different objs or 30 of the same?
30 of the same
then it doesnt matter. once one loads all is done
yeah i thought so
but it still won't load
wait a sec
nope
might be more than 30
ignore the bad editing
everything totals to less than 1.2kb
and why do the hitboxes load just not the model
do they never load even after you let it set for at least 5 minutes?
i figured out it was the road texture
now it seems to load some stuff
but then crashes
very good choice
for some things you are better off using the basic trailmakers prefabs simply for the load times. or you can try block building from your smaller prefabs. either way you are going to save resources and load time
map not loading?
also i just found out im unable to move
even after diabling all mods
It only happens on this map, with custom modes
models*
these are the models btw
how long did you wait for the models to load
yes i see that, they should work
try removing the textures
hm ok
if it loads fine without the texture, try reducing the file size of the texture
1024x1024 resolution is a good spot
worked thanks
i didnt make the textures, the program exported them automatically aling with the .obj
tf u typing lol
also, .mtl files aren't supported
they should always align with the obj, assuming the UV map is the same.
only textures are supported, and their alpha values represent roughness
yeah but what format
trailmakers supports png and jpg, but trailmappers only supports png
wher sprinkle update
im waiting
that's a sprinkler
Probably some time around Rid is in the process of acquiring education so itβll be done whenever he gets to it oβclock
So Iβd be prepared to wait a semester at least
damn he promised this winter/december but fine the entire project can be put on hold like 4+ months
Dude, he promised nothing. He said heβd try to get an update out this past break which he did. He said heβd try and get that in but clearly itβs taking more time, you need to have more patience for a tool being developed for free by a guy with a busy schedule
Not sure if it's been asked here but is there a way to change the friction physics of an object? I've created a road surface but it has too much grip.
Not currently possible with the modding api. And since the modding api is announced to not get any planned updates any time soon you shouldnt get your hopes up. Instead you could try and place one of the other presets with a different grip slightly below your road and make the road object have no collisions
That could work actually for what I need
Thanks for the info btw much appreciated
the no collision trick may or may not work, its kinda wonky and broken atm. instead i would do it the other way around, make the prefab object be very slightly above said object and make the top one invisible. @white kindle wheels are not that great so youll have to experiment
Please make wind work on all maps 
ah what part of modding isnt broken rn lol
Wind is not possible in TM API at the moment.
to pop in to ask, does anyone know if its possible to make Neon/Glowing on models/textures? (not producing light like point lights i mean physically just glowing)
not on custom models/textures
there are some (very few) pfbs with emissive parts tho
emmisive textures yea no
so...anyone found how to make those?
custom assets cannot do emissive/glowy things
the metal all around should be possible though, if you put effort into the roughness
talkin about the emissive lines
custom assets cannot do emissives
anyone got any clue why this object in particular refuses to load? the whole mod gets stuck on 97% and freezes the game, yet the game loads in others custom objects just fine
idk, tris/verts seem fine. do you have a specific texture youre loading it with?
nope
just the model, nothing else in the mod
i said in the first message that custom textures cannot do emissive/glowy parts
We used to have a yellow beam prefab but at some point an update turned it invisible. It's still there in Trailmappers but invisible in-game.
You can super stretch a gold nugget to get an emissive yellow line but it's not the smoothest line.
i love those solutions XD ty
the gold nugget also flashes darker and lighter
making nice lush dense forests is soo much easier with drag select
just wait for when sprinkle tool is definitely added
the pink/blue crystals from space sector are emissive but dont emit light
@livid wigeon ????
?
What is it
its multiple objects with lights mixing together
Which object?
multiple objects
its a power core crate, and then i think 4-7 "Chest"s
Chest makin light? Woot how i missed that?
I have couple in Driftopia and never noticed they produce light π€£
its a rather low intensity yellow-orange glow and i like it
i used it for the alien plants on Trail Ocean
I often use "PFB_SalvageItem_Timed" which is a yellow light with just the lightcone. Make it invisible and all you are left with is the light and no collision issues.
Btw, scaling the item does not scale down the light cone. For effect, you can make the salvage very small and make the cone stick out. You dont see it in trailmappers but you do in trailmakers
It makes it look like the light diffuses in the mist
i think i unlocked a door to a hidden world XD
WHAT IS THIS REFLECTION FROM?
epic cubemap
someone make a 30 minute video essay on this
"The Mysterious Landscape In Trailmappers"
its literally just a fake reflection cubemap lmfao
i know, but it seems like something some video essay youtuber would make a high effort video on
casually working on map,
suddenly it stops loading properly and game freezes at 100% and connection timeouts after a while
undid basically everything i did and i have no idea what is causing it at all
you know i really wanted to make a motorstorm styled race-track but there is no way to make terrain so everything is too uneven