#Trailmappers

1 messages Β· Page 3 of 1

keen lion
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Every map is stored on your computer

lone bane
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if he thinks loading a mod from ws always downloads it when you load it

keen lion
#

Unless you are on someone else's server

lone bane
#

then you would obviouslly need internet to exist there

lone bane
#

yea ik

keen lion
#

Only downloads when you subscribe, all the loading is done local

lone bane
keen lion
#

Ah, can't read

lone bane
#

anyways best guess is tis based on how fast ur drive is

abstract sage
#

you can

lone bane
#

no duh

abstract sage
#

but if youre in multiplayer and youre a client, the host will be sending you the asset data over the internet

lone bane
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you wouldnt be in the server if u didnt have interet

abstract sage
#

yes

keen lion
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Aj is talking about singleplayer

abstract sage
#

the same network communication happens even if youre in singleplayer
(of course, the data is not going through the internet in that case)

lone bane
#

ok but the original question was about if texture/mesh loading speed was based off your computers drive speed, so yes?

abstract sage
#

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

keen lion
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So, cpu then

livid wigeon
#

which map has the deepest ocean floor again

keen lion
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Dethrone

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Then high seas, but you have forced waves n stuff

livid wigeon
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how deep is it compared to danger zone

keen lion
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Doesn't have a floor

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So... About infinite times as much

livid wigeon
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oh well

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stranded after a while doesnt have a floor too

wicked perch
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All was going so well, until my terrain started exporting like this

livid wigeon
#

make your model simpler or split it

wicked perch
#

Ah I figured that might have been the case

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Had to learn the hard way

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I've noticed custom models have a "shiny" material, is there an easy way to change that?

livid wigeon
#

ideally less than 4k bc in my testing 4k textures just dont really work

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1024 should be safe

wicked perch
#

Thanks a lot! I'll see waht I can do

livid wigeon
#

and if you want to tile the texture you can ummmmm do something in blender to scale the uv

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hard to explain in text based off of memory

wicked perch
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Don't you worry, I'll need to learn this stuff so a point in the right direction should get me going

spring oracle
#

can you put custom 3d models in trailmappers?

fallen oxide
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Or would that require cutting the object

abstract sage
wicked perch
livid wigeon
keen lion
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anyone has an idea of what to put in here?

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made a beach, added some wood cabins cause it felt empty, but it feels very meh

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also... placing a bunch of trees sure is annoying

blazing harbor
keen lion
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i was thinking something simple

lone bane
keen lion
#

on one side: this is a lake

lone bane
#

oh

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uh

keen lion
#

on the other, it's already so full of non-lake stuff that imma probably do that

lone bane
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its a lake that teleports to the ocean

abstract sage
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if you make it to the floor of the lake you get teleported to the bottom of the ocean

livid wigeon
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im making a big ocean map and i dont wanna just spam kelp prefabs

lone bane
livid wigeon
lone bane
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how about some bioluminescent shrimp?

livid wigeon
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and i dont think i can make them glow

fallen oxide
lone bane
#

lore accurate uk map

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(unfortunally the airport spawned at the point where its like 500mph winds so yk...

keen lion
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Got abut 1/8th of the trees still to add

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Those stupid trees with an extremely low lod

lone bane
#

closest thing to something interesting lmao

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google maps cube buildings

keen lion
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why is there no decent free plesiosaurus model...

blazing harbor
keen lion
#

ya don't think i tried that?

tacit rover
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@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

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also, is ridicolas MIA again? (if you happen to be in contact with him, say hello to him for me)

keen lion
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no, those are new

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i am pretty sure the update that added them happened right after we completed the rest, so never got to that part

tacit rover
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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

lone bane
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damn i wish high seas didnt have 500mph winds near the edges cuz this looks incredible

fallen oxide
lone bane
keen lion
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Kinda both tbh :p

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Got a bunch of stuff i should do, but am too lazy to

shadow path
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@dusky bear #1226065444364877835 message

keen lion
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my honest reaction when i realize that the red shield asset doesn't appear in stranded

keen lion
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welp, map is uploaded, will recieve some tweaks if i remember

abstract sage
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huhhhh

livid wigeon
lone bane
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500 mph winds vs 35000 kg

livid wigeon
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this map is actually good though

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i needa make maps that improve underwater in all sandbox maps tbh

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cause im actually decent at underwater terrain

lone bane
#

accurate runway numbers

lone bane
#

what kind of buildings should i add around my mach loop map?

livid wigeon
lone bane
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(they are more cube now)

lone bane
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mmmm cube

fallen oxide
lone bane
fallen oxide
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WRONG❌

lone bane
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my spawnpoint model just disappeared (even after a restart)

rancid temple
#

Try zooming in, I think it is just covered by the white circle of the three axis.

lone bane
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no its literally just gone, i can only see the shadow

lone bane
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for mapmakers2024 will models/textures be preloaded for the stream cuz uhh...

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i mightve gone a bit crazy

wicked perch
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And ideas on why the Trailmappers export resizes these pipes? They're the correct scale in the editor

versed moat
lone bane
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how...

versed moat
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Compress them textures

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Sub 700kb

lone bane
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most of them are theres only like 3 i have to shrink a bit

versed moat
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Also you should ideally be using texture atlases

lone bane
#

the what

blazing harbor
abstract sage
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a bunch of textures combined into one

lone bane
#

what if i just dont

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let them suffer

abstract sage
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sure ig

lone bane
abstract sage
versed moat
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I’ve always found anything higher than 700kb ends up taking a minute or longer

abstract sage
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jeez

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thats really not a lot

frank musk
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anyone know how to update a mod you mad

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made*

keen lion
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Same happens for lava and some flowers, but I managed to catch those

frank musk
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how do i update the mod i made

wicked perch
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Ah thanks a bunch, good to know all that work wasn't in vain

frank musk
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@wicked perch how do i update my mod?

wicked perch
frank musk
wicked perch
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You can update it by exporting it again with the same button

frank musk
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ok ty

lone bane
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now thats just perfect

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(i literally do not know what this collider is and why its here)

lone bane
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god dammit

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wonder if itll let me

lone bane
wide sorrel
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all of the custom objects I set as non-static are still being spawned as concave objects rather than rigidbodies FatSeal

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oh it literally just doesn't have the code for it mb
I'll add it myself

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got it to work but there seems to be a slight problem

lone bane
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i was trying to make some pallets that work with a folklift but they were just stuck

wide sorrel
lone bane
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if only ridicolas still existed

lone bane
wide sorrel
#

buh

lone bane
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absolutely incredible dyno

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how many times has dyno been helpful with "No Spamming" compared to when it was just annoying

wide sorrel
lone bane
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and now theres objects that werent intended to be not static breaking (wasnt turned off)

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perfect

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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

wide sorrel
lone bane
fallen oxide
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@keen lion IT MOVES?!?!?

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this is awesome

livid wigeon
fallen oxide
lone bane
#

read the sign

fallen oxide
lone bane
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anything outside of the airbase was mostly built for aerial view, and not great function

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its a great road once u get on it

fallen oxide
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heli time😎

keen lion
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too bad it's jittery cause tm no like moving convexes

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anyhow, just wait for when i add the elevator

wide sorrel
keen lion
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we do be elevating

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had to use a custom model else it was too gittery, now need to give it a decent texture

blazing harbor
keen lion
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i'm just adding stuff to the main.lua file

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the loader is just a mod that reads files and spawns assets, there is nothing stopping you from making changes

blazing harbor
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nice

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i dont think id understand tm coding ngl

keen lion
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welp, elevator has ben uploaded

fervent sun
keen lion
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don't worry, exporting from mappers deletes any externals files anyway

fervent sun
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great idea

keen lion
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so, i found it easier to just press ctrl z on vs code

keen lion
abstract sage
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blaming rid rn

median beacon
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im trying to upload now but i dont know where the steamapps thing is, my file explorer doesnt look like that

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can i still do it if i do it from Documents\Trailmappers\Saves\(mapname)?

fervent sun
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no

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do mods/mapname

median beacon
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i dont have that

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i dont have a steam folder

shadow path
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Should be default on C:/program data if no

median beacon
#

wha?

livid wigeon
shadow path
#

Sry auto correction from phone 🀣

fervent sun
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don't bother

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just use mods/modname as the mod directory, it will work and get the correct location

median beacon
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i got it

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should be uploading now

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do i just need to put #MAPMAKERS2024 in the mod name for it to be submitted?

shadow path
livid wigeon
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i want drag selection so badly

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im just too good

livid wigeon
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why am i doing this to myself

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how did i do this even

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well,

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i get to make all the terrain BEFORE adding thousands of shrubs

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i guess thats a plus

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halloween lore

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😱

livid wigeon
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πŸ™πŸ™ ridicolas πŸ™πŸ™
give us groups and drag select

livid wigeon
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@keen lion can you hax into gridicolas account and add grouping/drag select to trailmappers please i beg you

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i will actually explode if i have to delete like 500 assets one by one again

livid wigeon
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ive wasted at least like 40m bc of no grouping/drag select

lone bane
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whats stopping me from updating the ws submission before the stream?

lone bane
shadow path
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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 😐

lone bane
keen lion
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Not me being stuck with uni all afternoon

lone bane
inner nacelle
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Well here in Oz it's at 3am πŸ˜‚

wide sorrel
#

pain

lone bane
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OH WAIT I CAN WATCH THE STREAM HELL YEA

keen lion
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Just done watching my part

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So glad i spent all the time making moving stuff just for it to be missed

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Especially sad about the planetary/elevator part, but at least I know there is someone who liked them

blazing harbor
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johannes spent 90% of the time exploring the surface of my sumbarine map talking about finding nemo 😭

abstract sage
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did he end up finding nemo

blazing harbor
versed moat
#

You didnt have finding nemo on the map, much dissapointed

lone bane
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(this is not clips im slow)

blazing harbor
inner nacelle
versed moat
#

I used to have to watch that as part of my french lessons, must’ve watched the film atleast 4 times in french

lone bane
#

whats gonna happen to these people who didnt specify?

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trailmappers has lore now

wide sorrel
lone bane
wide sorrel
#

probs test zone or dethrone or smth then

rustic star
shadow path
#

they both updated to load on Test Zone

lone bane
lone bane
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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

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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

shadow path
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GZ @versed moat really crazy mod 🀟 πŸ’œ

lone bane
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welp johannes did not open the info tab and did not know about melvins house rip

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also forgot to thank terrorsoul for some of the optimzation on the models to make it not take 3-4 business days

versed moat
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It was nothing, maybe sometime soon maybe the community should make another full community map

lone bane
abstract sage
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community mapping collab would go hard

wide sorrel
lone bane
#

rip to literally anyone who tries to load that map

knotty lily
livid wigeon
wide sorrel
#

we really do, I've needed it a lot as well

livid wigeon
versed moat
#

You should learn trailedit, it’s not as bad as you think

livid wigeon
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and having to delete hundreds of plant objects 1 by 1 because your undo history ran out

versed moat
#

The array spawning in trailedit is 🀌

livid wigeon
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i also dont have to deal with an interface that looks like it was designed in the early 2000s

versed moat
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Yeah but you don’t get randomisation of scale, rotation, position

livid wigeon
#

but if i just rotate the selection with every duplication its good enough

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for basically everything

wide sorrel
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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

ashen delta
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Why are boulder and sphere blocks not static even if I tick the field with the "static" option?

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they just disappear

lone bane
lone bane
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i think i mightve won popularity in the workshop with blueprints included lol

livid wigeon
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guys should i make a really big rally type map

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i can use a mushroom prefab for grass surface

wide sorrel
livid wigeon
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or just tracks within the map

wide sorrel
livid wigeon
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my issue is that the game doesnt really work too nicely with big fancy nature

livid wigeon
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OH should i make GIGANTIC mountains that have down/uphill trails

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that might be fun

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the fun part is i can use a lowish poly mesh as my base and then use prefabs to cover most of it

blazing harbor
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trailrunner

livid wigeon
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minus the race logic

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actually

blazing harbor
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snow runner + trailmakers

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trailrunner

livid wigeon
livid wigeon
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what if we collab

lone bane
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that map is an island that from irl

livid wigeon
#

how will that work? who bloody knows

lone bane
livid wigeon
lone bane
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lets see if itll even let me

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doubt

lone bane
livid wigeon
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i forgot does trailmakers support vertex painting in blender

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no right

lone bane
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what is that

wide sorrel
# lone bane 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

lone bane
livid wigeon
lone bane
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ok its revived

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but it gave up

livid wigeon
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why is the trunk inside out wtf

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i fixed it

livid wigeon
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nice icon pick

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also happens when triangulated

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yeah i undid the last subdivision, it's also triangulated, and it's just fine

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i guess the lowpoly "guide" mesh will be quite low poly

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functional i guess

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ok bc im stupid, should i just use a flat green and pretend the trunk is meant to be green

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cause i dunno how to do the fancy bs so its 2 diff colors

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and vertex painting no worky

wide sorrel
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oh is this a randomly generating map? chirpowow

livid wigeon
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with a lot of angles via mountian

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e.x. down/uphill

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its also slightly large

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which btw has the actual grass surface

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and im working on getting skidmarks back without floating point imprecision killing me

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and theres no flashes!

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repairing also works VERY well somehow

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like even motion repair works

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now what am i gonna use for rockfaces...

tacit rover
# lone bane accurate runway numbers

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

fallen cedar
#

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?

livid wigeon
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set its vertical scale to like 0.01 if you want it to be flat

lone bane
#

(message for the other guy)

fallen cedar
#

okay got it, thanks.

fallen cedar
#

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.

wide sorrel
balmy yacht
livid wigeon
#

yayy

atomic plaza
#

How dare he have a life outside of this server

sly mantle
#

College has been crazy, been focusing on my major

balmy yacht
#

Yeah, it be like that.

hollow quartz
sly mantle
#

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.

vivid laurel
#

Funny paper telling u "you smart"

keen lion
#

But think about the profit:
Making trailmappers: -100$
College: -All the taxes$

#

||focus on college before you have to pay more||

livid wigeon
#

when did trailmappers properly display reflection amount in-editor? πŸ‘€

lone bane
#

i think it has since custom model update came out

livid wigeon
#

aaaa collision off on custom model but still collides some of my other models dont have this issue?

wide sorrel
livid wigeon
#

shadows are not having it

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figured it out

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πŸ‘

livid wigeon
#

no custom textures or models in map?

livid wigeon
#

the things i'd do for the darkness volume used in caves on stranded

atomic plaza
#

That would be really nice

gritty narwhal
#

does anyone have any recommendations for good rally maps?

stuff for trophy trucks preferably🍻

livid wigeon
#

ive considered but i have treasure island upgrade to do

gritty narwhal
#

alr

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thank you though

wide sorrel
wide sorrel
tacit rover
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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?

livid wigeon
#

oopsie i left tmmm open all night

livid wigeon
#

make it invisible though otherwise shadow

mental seal
#

why cant u make the white cubes non-static

wide sorrel
mental seal
#

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?

livid wigeon
mental seal
mental seal
#

I BEG AND PLEAD FOR DRAG SELECT EVERY TIME I WANNA MOVE JUST 1 BUILDING I HAVE TO SELECT LIKE 400 THINGS HUFGUuiedsofis

lone bane
#

welp the trailmappers guy is on an infinite hiatus so gl tryna get an update on him lol

inner nacelle
wide sorrel
atomic plaza
#

So I started testing out some hazard ideas for a new map...

livid wigeon
#

i cant get that to work

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unless its something you just did with code

atomic plaza
tacit rover
tacit rover
mental seal
#

how upload map

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it says my file directory is wrong

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idk why

livid wigeon
mental seal
#

yeah there was it works now

tacit rover
tacit rover
#

this doesnt look as bad as i though it would

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#1226065444364877835 message at least this is not happening anymore

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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

atomic plaza
#

and here you can see my fatal indecision as it seals my fate

wide sorrel
#

for a sec I thought you were gonna intentionally place a purple space chirpo before the gif loaded

inner nacelle
sly mantle
sly mantle
tacit rover
sly mantle
#

Finals, wahoo

tacit rover
#

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

blazing harbor
#

now you combine them all into one

lone bane
tacit rover
livid wigeon
tacit rover
#

its was supposed to be vietnam rivers lmfao. but palm island will do

livid wigeon
# sly mantle Finals, wahoo

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

tacit rover
livid wigeon
tacit rover
#

well you would have to push that to Rid. But i guess it is doable

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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.

livid wigeon
#

adding more options for custom model physics would be good, ofc the physics type and also noiro says you can set mass

sly mantle
#

Mmmm, months of work in something that has already been done 100x better.

livid wigeon
#

and users being able to update it themselves, at practically any time is cool

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although what might be best is to have people like jess who do the extracting be able to update trailmappers.

sly mantle
#

He could if he wanted, he has the github

livid wigeon
sly mantle
#

Sadly not, but its not too hard to do

livid wigeon
#

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

sly mantle
#

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

livid wigeon
#
  • 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
livid wigeon
#

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

inner nacelle
inner nacelle
tacit rover
atomic plaza
tacit rover
livid wigeon
inner nacelle
livid wigeon
#

also umm... no more of dis pls?

lone bane
#

wonder if trailmappers could automatically apply alpha values when exporting instead of doing it manually

lone bane
#

would probably make it a bit easier to look through my custom model folders, i dont do names

versed moat
#

Can we add a Trailmappers button that I can click and it just creates a map for me ready to upload

lone bane
#

i get using atlases but also i havent really needed different roughness for everything, its just either completely glossy or not

lone bane
livid wigeon
lone bane
#

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

lone bane
#

ima need this military base and the ruins for the film
dm me them or something

#

@tacit rover forgot to reply to the thing

tacit rover
livid wigeon
#

omfg please fix stuff like this happening. it happens a lot with trees and custom models

#

desert/red rocks are too red

wide sorrel
lone bane
livid wigeon
#

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

knotty lily
#

might be the trailmappers fog

livid wigeon
knotty lily
#

well im pretty sure that trailmappers applies a fog just like trailmakers does

livid wigeon
#

the only transition would be the sheer amount of bloom from sky to ground

knotty lily
#

then i might be wrong

livid wigeon
#

he admitted he might be wrong

knotty lily
#

?

livid wigeon
# knotty lily ?

a lot of people in this discord refuse to admit theyre wrong and especially on the most absurd/dumb things too

atomic plaza
#

you would know Kot ...

livid wigeon
#

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
      • for example, you can set a tree to always face upwards and with a slight yaw/pitch offset
    • 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

blazing harbor
#

Bro is not getting paid for thisπŸ™πŸ˜­

fervent sun
#

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

atomic plaza
#

Might as well ask for the keys to the city and a unicorn while you’re at it

livid wigeon
fervent sun
#

if the objects have a lot of triangles for high detail it can be a problem as well

livid wigeon
#

looking at official maps like stranded/rally i believe that it will be fine unless a mapper were to overuse the tool

livid wigeon
# fervent sun 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

livid wigeon
#

droppod has incorrect origin location

sly mantle
sly mantle
#

Bugs and assets, also drag select has been asked for a long time

livid wigeon
#

ill keep updating #1226065444364877835 message (requests & TM PFB bugs) and #1226065444364877835 message (missing PFBs)

livid wigeon
#

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
  • #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
wide sorrel
#

I remember using maptrail and the drop pod having an offset origin location too

tacit rover
#

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?

wide sorrel
livid wigeon
tacit rover
#

thx

livid wigeon
pallid wing
#

this suddenly started happening for a friend

#

maps are not loading

livid wigeon
tacit rover
# livid wigeon progress?

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.

tacit rover
#

@livid wigeon speaking of, what exactly is ChaserAI? I cant spawn it in via Trailedit, nothing like that shows up

livid wigeon
livid wigeon
#

@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

tacit rover
livid wigeon
tacit rover
#

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

livid wigeon
tacit rover
#

not really, didnt have much time for it

wide sorrel
livid wigeon
wide sorrel
wide sorrel
livid wigeon
#

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

atomic plaza
#

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

lone bane
livid wigeon
lone bane
#

ok then

livid wigeon
#

but theres more important stuff to be added

#

than breaking tos/eula/whateveritis even more

sly mantle
#

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

livid wigeon
#

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

livid wigeon
#

bigbadbreb is working on ripping assets too

atomic plaza
lone bane
#

its probably gonna be togglable if its added, though looks like they're gonna have to rip the mesh first

livid wigeon
#

and i think a sprinkle tool, object grouping, and concave object hitboxes would be more useful

livid wigeon
lone bane
livid wigeon
lone bane
livid wigeon
tacit rover
#

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

lone bane
#

render distance update when
(this is 15km x 15km aka size of normal tm map, any more is just not necessary)

atomic plaza
#

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 it’d be optional so you can feel free to torcher your pc at will but I don’t see this being high in the priority list

atomic plaza
#

It’s not distance that matters it’s that you’d be rendering everything at once that’ll kill it. But again, yeah it’d be optional so turn up the heat at your own discretion

fervent sun
#

yeah, it's like LoDs were made specifically to optimize rendering of far away objects

livid wigeon
livid wigeon
#

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

lone bane
#

(its already in the options panel, just capped to that amount)

lone bane
tacit rover
#

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?

lone bane
tacit rover
#

i mean if you make a map that trailmappers is gonna struggle with, TM is probably not gonna handle it so well either

blazing harbor
#

how did i change the roughness thing on custom texture

#

it had something to do with changing the alpha of the texture

lone bane
blazing harbor
#

how do i change the alpha? 😬

#

i tried but it just made the thing invisible

lone bane
#

you can use basically any image editor program, you can just make the image kind of transparent

blazing harbor
#

ok

#

also do the textures go into the same folder as custom models?

#

i dont know where to put them

lone bane
#

yes

blazing harbor
#

png or jpg

lone bane
#

png

#

i think TM modding supports jpg but trailmappers doesnt

blazing harbor
#

not wΓΆrkin

#

it just makes the png white

#

this is not the optimal outcome

#

well it doesnt matter

#

the models too big it seems

lone bane
lone bane
blazing harbor
#

ill just use the model as a base and build the map with prefabs

#

ill just dress up the map

livid wigeon
#

maybe 6

sly mantle
#

Alright, started importing assets

lone bane
#

yay

balmy yacht
#

@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...

lone bane
#

sure shouldnt be too hard to ctrl a everything and move it

lone bane
balmy yacht
#

Assuming the texture loads & doesn't crash us out im fine with it lol

lone bane
#

its just gonna take a much longer time to load thats basically it

#

and it has a better sand texture :)

lone bane
#

now that i think you probably didnt need the entire airbase

balmy yacht
#

Yippie
Will try this evening (I'm at work lol)

balmy yacht
lone bane
#

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 πŸ‘€

balmy yacht
#

You really went and removed the nice airstrip but not the goofy shack on the on-ramp xD

lone bane
#

its purpose was to tell you how sad the road is SadCatThumb

#

actually i forgot to not delete that sign oops

blazing harbor
#

@lone bane do you have the melvin model?

lone bane
#

im not home rn but @wide sorrel made the model and texture

#

lemme see if i can find it

lone bane
#

otherwise you can join through terrorsouls profile

tacit rover
#

not fully complete but it gets at least some out of the way

tacit rover
sly mantle
#

Is alright if I don't include space wreckage 2 for now? because it is messed up in so many ways in trailmakers.

livid wigeon
livid wigeon
#

the bottom of most of the "desert PFBs have a mud color on the bottom

lone bane
#

damn i thought this was dethroneless water instead of waterless dethrone :(

livid wigeon
#

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

fiery topaz
#

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.

livid wigeon
#

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

sly mantle
#

Update, I have imported all the assets except for space wreckage 2

sly mantle
#

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

livid wigeon
# sly mantle 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)

lone bane
#

(i also kind of want it for my massive pvp map and any future large scale maps)

livid wigeon
lone bane
#

also concave selection for custom models

livid wigeon
#

placing trees, placing bushes, hell even placing rocks on a cliff

livid wigeon
lone bane
#

sprinkle tool + objects grouping = sprinkle groups

livid wigeon
#

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)

dreamy inlet
#

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

inner nacelle
#

I think Rid needs to add a "Donate for further improvements" button to the main menu 😜

versed moat
#

Also the games modding functionality still isn’t in a good enough state to support these large custom mesh maps

tacit rover
lone bane
#

doesnt tm take jpg for textures but not trailmappers?

keen lion
#

I think so, yeah

livid wigeon
#

3rd for me too

sly mantle
tacit rover
#

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

sly mantle
#

They seemed to, I had to do some shader shenanigans to get the blue ones blinking like in game

sly mantle
sly mantle
lone bane
#

fire

sly mantle
#

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.

livid wigeon
sly mantle
#

Let me know if it still doesn't work, I'll look into it

tacit rover
#

Worked flawlessly for me

tacit rover
#

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

sly mantle
#

Desert rock is way better, I have not gotten to the fungus yet, I got distracted with drag select

versed moat
#

Don’t forget about the crypto-mining feature, got to make people pay for it somehow

sly mantle
#

You guys found about that?

#

^ this for obvious reasons is a joke

versed moat
#

Also you should add redshell analytics, I hear it’s highly rated /jk

sly mantle
#

Got to sell data some how, no clue who would buy my data, but I can try

versed moat
#

Got to claw back that steam publishing fee somehow

livid wigeon
livid wigeon
livid wigeon
#

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

sly mantle
livid wigeon
lone bane
blazing harbor
#

like when you go in a direction random islands spawn

atomic plaza
# sly mantle Temp UI but you get the idea

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

livid wigeon
#

but yes we will add islands that have cool resources n stuff

blazing harbor
#

πŸ‘

livid wigeon
shadow path
#

we are lucky to have trailmappers πŸ’œ and even luckier to reach out ridicolas to keep up his awesommeeee work!

livid wigeon
#

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)

sly mantle
#

I probably won't put the sprinkle tool in this update, rather release the drag section now then work on it.

livid wigeon
keen lion
#

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

sly mantle
#

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.

livid wigeon
sly mantle
#

Should be, I got time I'm back home for two more weeks

livid wigeon
#

the hype is so real

livid wigeon
#

react to this message with a train emoji if you are hyped for sprinkle tool

tacit rover
#

what about object grouping? is that somewhere on the planned list?

woeful fjord
#

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?

fervent sun
#

do you want your friend to edit the map or just use it in game?

lone bane
#

i think to edit it

sly mantle
#

If it is a save folder you should just be able to plop it into the saves folder

woeful fjord
#

it worked, must have just taken a while to load

livid wigeon
#

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

livid wigeon
#

even if raftmakers wont go through im still gonna make some detailed maps with the stuff i can do

sly mantle
#

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

tacit rover
#

you somehow inverted the sheep textures lmfao

mental seal
#

finally i can use trailmappers without craving the sweet release of death

livid wigeon
blazing harbor
livid wigeon
blazing harbor
#

aww

livid wigeon
#

and i think quite a few people get turned off when they see they have to apply

#

even if its instant

blazing harbor
#

The bears wont disappear from the map after deleting them in trailmappers

livid wigeon
blazing harbor
#

how do i get rid of this thing 😭

livid wigeon
blazing harbor
#

its not real

livid wigeon
#

it might be messed up cause its clipped into the ground

blazing harbor
#

it spawns like that everytime i export the map

tacit rover
#

have you relauched the game?

lone bane
keen lion
livid wigeon
#

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

sly mantle
tacit rover
#

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

tacit rover
#

thank god for ninja ripper otherwise i would never have found those extremely specific (and definitely inappropriately named) normal textures

tacit rover
#

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)

tacit rover
#

dm with the files sent!

sly mantle
#

Thanks man, I'll look at it in a bit

deft mango
#

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?

livid wigeon
#

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

deft mango
#

alright, thanks

lone bane
blazing harbor
#

the map has alot of assets which may have something to do with it

#

there are no custom models on the map

teal mist
#

I feel like the worst part of modding is starting to show.
Keeping up with new versions.

livid wigeon
teal mist
lone bane
# teal mist 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 don’t want to add more features to modding because it only benefits one platform

livid wigeon
#

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

teal mist
livid wigeon
#

@sly mantle progress update?

sly mantle
#

I got a bit distracted

lone bane
#

i see

old kestrel
#

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?

tacit rover
vivid laurel
#

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)

lone bane
livid wigeon
lone bane
sly mantle
lone bane
#

w

median beacon
#

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

blazing harbor
#

make it invisible and static and not collideable

#

Cannot change its size tho

#

you just need alot of them to emit alot of light

median beacon
livid wigeon
hollow terrace
#

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

inner nacelle
# hollow terrace how do i import maps i downloaded from the workshop into trailmappers playtest? ...

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 πŸ™‚

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".

hollow terrace
#

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

fervent sun
#

you need to copy the file to a folder in documents/trailmappers/saves

hollow terrace
#

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?

fervent sun
#

try putting the map file and the preview.png file

hollow terrace
#

i tried it. still nothing but the spawnpoint are loaded in.

#

is there a web page about it?

lone bane
rose sandal
#

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?

rose sandal
#

for a 3 MB 3d model

lone bane
#

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

livid wigeon
livid wigeon
lone bane
livid wigeon
#

i have a mid end pc tho

lone bane
#

i do manual

#

usually only for terrain

livid wigeon
versed moat
#

It still takes same amount of time for models/textures to load, it just caches them now on first loading

livid wigeon
lone bane
#

looks like the flamethrower part is missing its texture and fire

#

or its just underground?

#

ok apparently my terrain blocks fire

median beacon
#

You should be able to make all things non static, I want to tow GC-4020

lone bane
deft mango
#

how do I get textures to work? I know I have to have png's but i'm using downloaded OBJ Files

lone bane
#

for something that doesnt need much detail id make it ~512x512 or lower

deft mango
#

aight i'll try that

livid wigeon
#

1024x1024 or 2048x2048 should be very good for detailed textures

versed moat
#

1024 is usually a good sweet-spot

deft mango
#

I know nothing about 3d modeling to the slightest πŸ’€

teal mist
#

real blender users will know

livid wigeon
#

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

livid wigeon
median beacon
blazing harbor
#

no

tacit rover
#

you can try power core crate but that emits blue light

rose sandal
#

how come maps load in a matter of seconds in trailmappers but take minutes in trailmakers?

tacit rover
#

the loading system that buffers the objects is extremely outdated and poorly made, especially for custom objects

rose sandal
#

could that be fixed with a mod?

tacit rover
#

nope

#

the modding api is very limited in this regard

#

what are you trying to load btw?

rose sandal
#

dunno how to describe it

tacit rover
#

lmfao, im asking mainly bc of the object amount /custom object file sizes

rose sandal
#

well it's 1000 kb

#

which i now realize is quite a bit

#

and i think there are 30 of them

tacit rover
#

yeah unfortunately that is quite big for trailmakers

tacit rover
rose sandal
#

30 of the same

tacit rover
#

then it doesnt matter. once one loads all is done

rose sandal
#

yeah i thought so

#

but it still won't load

#

wait a sec

#

nope

#

might be more than 30

#

ignore the bad editing

rose sandal
#

everything totals to less than 1.2kb

#

and why do the hitboxes load just not the model

tacit rover
#

do they never load even after you let it set for at least 5 minutes?

rose sandal
#

i figured out it was the road texture

#

now it seems to load some stuff

#

but then crashes

rose sandal
#

i figured it out

#

1 MB is a ton for trailmakers

#

make your circles with 12 sides

lone bane
#

very good choice

tacit rover
#

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

lean badger
#

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*

lone bane
lean badger
#

30 mins

#

in trailmakers not trailmappers

#

the models are relatively small

lone bane
#

yes i see that, they should work
try removing the textures

lean badger
#

hm ok

lone bane
#

if it loads fine without the texture, try reducing the file size of the texture
1024x1024 resolution is a good spot

lean badger
#

i didnt make the textures, the program exported them automatically aling with the .obj

#

tf u typing lol

fervent sun
#

also, .mtl files aren't supported

lone bane
#

they should always align with the obj, assuming the UV map is the same.

lean badger
#

which one is?

lone bane
#

only textures are supported, and their alpha values represent roughness

lean badger
#

yeah but what format

lone bane
#

trailmakers supports png and jpg, but trailmappers only supports png

lean badger
#

ok

#

YES THANKS

#

i had to export the palette separetely

livid wigeon
#

wher sprinkle update
im waiting

livid wigeon
atomic plaza
#

So I’d be prepared to wait a semester at least

livid wigeon
atomic plaza
white kindle
#

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.

knotty lily
#

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

white kindle
white kindle
tacit rover
median beacon
#

Please make wind work on all maps johannespray

knotty lily
old kestrel
dreamy inlet
#

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)

livid wigeon
#

there are some (very few) pfbs with emissive parts tho

lone bane
#

emmisive textures yea no

shadow path
#

so...anyone found how to make those?

livid wigeon
#

the metal all around should be possible though, if you put effort into the roughness

shadow path
#

talkin about the emissive lines

dreamy inlet
tacit rover
#

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

livid wigeon
tacit rover
#

nope

tacit rover
livid wigeon
#

it crashed for me as well

#

yeah idk

livid wigeon
inner nacelle
# shadow path so...anyone found how to make those?

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.

shadow path
#

i love those solutions XD ty

livid wigeon
lone bane
#

making nice lush dense forests is soo much easier with drag select

livid wigeon
livid wigeon
shadow path
#

@livid wigeon ????

livid wigeon
shadow path
livid wigeon
shadow path
#

Which object?

livid wigeon
#

its a power core crate, and then i think 4-7 "Chest"s

shadow path
#

Chest makin light? Woot how i missed that?

#

I have couple in Driftopia and never noticed they produce light 🀣

livid wigeon
#

i used it for the alien plants on Trail Ocean

shadow path
#

thanks alot pals...but i found my ultimate object ::) the slavage things πŸ™‚

inner nacelle
#

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.

tacit rover
#

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

shadow path
#

i think i unlocked a door to a hidden world XD
WHAT IS THIS REFLECTION FROM?

abstract sage
#

epic cubemap

deft mango
#

"The Mysterious Landscape In Trailmappers"

lone bane
#

its literally just a fake reflection cubemap lmfao

deft mango
lone bane
#

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

potent nova
#

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

livid wigeon
#

small qol suggestion: the ability to link/lock axis together so for example if i change red scale to 3 then green and blue scale are also modified
this would save a couple seconds with scaling objects

#

you can already do this with the gimzo but it is imprecise