#Trailmappers

1 messages · Page 4 of 1

uncut hull
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Expectation vs reality

Anyone know a fix/reason this is happening?

lone bane
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hmm only thing i can think of is that normals are inverted on the other part

uncut hull
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Oh lemme check

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I'm new to blender so I could have messed a bunch of things up

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There is also no collider here

uncut hull
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We are getting somewhere....

livid wigeon
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32767 is the tri limit for each model

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and 32768 for tris with collision

uncut hull
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No idea, what happens when I hit the limit?

lone bane
uncut hull
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Odd

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There's a good chance of too many faces, doesn't matter too much though cause I've got other things working now

lone bane
livid wigeon
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for example, the unoptimized trailcargo map mesh was around 131k tris and took idek 10-15 seconds to load in

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keep in mind this was with the server (singleplayer) entirely frozen; it barely survived on my mid-high end hardware

lone bane
uncut hull
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Any tips on making the track follow the black path?

lone bane
uncut hull
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Just array and curve deform

lone bane
# uncut hull Just array and curve deform

make sure array is before the curve modifier, very important
mess around with the 'Deform Axis'
and another weird thing with the curve modifier, make sure the coordinates of the curve and the mesh are the same, sometimes it acts weird when its not

uncut hull
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ok that last point might be the issue

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thanks I'll try all of those

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so far no good :(

uncut hull
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Working for no apparent reason now, I don't know what I did wrong before but I shall be happy and move on

uncut hull
dreamy inlet
uncut hull
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Hopefully!

polar kayak
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How can I make custom models not have a glossy texture?

inner nacelle
# polar kayak How can I make custom models not have a glossy texture?

Make sure the texture is PNG and has an Alpha channel. Then make the alpha channel almost completely black. That will make it have almost no reflection. The whiter the alpha channel the more reflective it will become. Also you can add detail to the alpha channel if you want some parts to have more or less reflection than other parts.

deft mango
# uncut hull

i'm aussie and i'm shocked i've never heard about this event

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I remember Bathurst but i'm surprised I wasn't aware of this event

polar kayak
livid wigeon
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i use gimp and its easy

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for uniform alpha modification, modify this. make sure the layer has an alpha channel

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for normal pngs it should already have an alpha channel so dont worry too much

polar kayak
livid wigeon
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?

polar kayak
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yeah I tried at like 20 too didnt notice a difference

livid wigeon
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right click the layer, if "Add Alpha Channel" is grayed out, dont worry about it

livid wigeon
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then dont worry about it

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it works just fine for me

polar kayak
livid wigeon
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editor grid plane makes invisible things and "decals"(what do you call those markings on the carrier?) disappear

livid wigeon
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putting in the extra time to minimize seams between prefabs can really go a long way. do it

livid wigeon
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im pretty sure vehicle repairing is based on vertices and so if you want vehicle repairing to sort of work on custom assets, cram as many vertices as you realistically can into the model, where players will be seeing

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this applies even on flat surfaces

uncut hull
uncut hull
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I am having trouble getting this to not crash trailmakers, any common issues that I can sort through?

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Does this hurt the tm?

warm venture
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are trailmakers maps loaded with chuncks, like minecraft?

lone bane
atomic plaza
livid wigeon
livid wigeon
lone bane
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a ton of road models i make tend to crash for no reason whatsoever, even being far under the limits

livid wigeon
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@shadow path hmmm per chance would you want to collab on a map? or PER CHANCE even just help do some detailing on trailcargo's map

livid wigeon
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seems like a win-win to me. you learn neat fancy techniques and i get work done for me

livid wigeon
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discord's new ui is confused

livid wigeon
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lava emits light at a very weird angle.

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hmm

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can i make a purple light...

livid wigeon
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we love LODs on something that is already only 2 triangles
its fine though because this will never be seen from afar

polar kayak
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I have designed a floor that stops people from spamming repair, repair in motion still works tho so i effectively made repair have a cooldown without making the terrain difficult to navigate

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Heres a sneak peak of my pvp arena, still a lot of detailing has to be done but i got the mechanics down

lone bane
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you can just add a line of code to the map spawning code to disable repairs

polar kayak
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Having it fully vanilla seems much less hassle especially because I plan to make the server auto run with macros so the server stays on when im away

fervent sun
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maps are mods, and as long as mods aren't continuously doing heavy work they don't impact performance/stability for the most part

polar kayak
fervent sun
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add this to the end of the main.lua file generated for the exported map:

function disable_repair(player)
    tm.players.SetRepairEnabled(player.playerId, false)
end

tm.players.OnPlayerJoined.add(disable_repair)
livid wigeon
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what do i fill this garage with

livid wigeon
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default tire is crazy bro

livid wigeon
livid wigeon
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hmm these grassy prefabs dont look great

livid wigeon
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dont know how the cubemap got rotated but GOD DAMN that is pretty

deft mango
livid wigeon
inner nacelle
livid wigeon
inner nacelle
livid wigeon
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could definitely also have a keybind for toggling on/off the ui and maybe some presets(??)

austere aurora
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@sly mantle is it possible to have the actual trailmakers maps like danger zone in trailmappers so that we could put stuff in it?

old kestrel
livid wigeon
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stuff like stranded and danger zone might more heavily rely on pfbs for some scenery but it gets the job done

old kestrel
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Or we could beg the devs for the heightmap 🥺

knotty lily
old kestrel
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Its probably the fastest way to do it semi manually

livid wigeon
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@sly mantle got 42 errors whilse loading 8192x8192 image

edit: most likely cause is trying to read it while it is still exporting out of GIMP

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guys how dumb is it to use a 8192^2 megatexture for the main island

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it loads after like maybe a minute...

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actually not that bad... is comparable to some of the vanilla pfbs at normal scale

inner nacelle
inner nacelle
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Worth a try

livid wigeon
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absolutely zero flaws have been spotted

old kestrel
livid wigeon
uncut minnow
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what type of files does trailmppers nee for custom moddles?

livid wigeon
uncut minnow
livid wigeon
uncut minnow
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oof

livid wigeon
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any assets that come with mappers are from the base game and can't be modified

uncut minnow
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gotcha ok thank you wanted somre charry blossom trees

livid wigeon
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besides like scale, rotation, static/collision/visible

livid wigeon
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Purple could be out of season cherry blossoms

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or brown

uncut minnow
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ok since i have you here how do i take my map into blender to smooth it out?

uncut minnow
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like i think italk to you befor about thrain tracks you said you could take the map into blender to smooth them out

uncut minnow
livid wigeon
uncut minnow
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ok so iv imported some textures but they are all shiny how does one fix this

livid wigeon
uncut minnow
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can i do this with gimp

livid wigeon
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there's some other methods for fancier alpha like using color to alpha but it's case dependant and highly finicky

uncut minnow
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so i dont know how to do this lol iv never had to do this till now lol

livid wigeon
uncut minnow
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ok thank you

livid wigeon
livid wigeon
uncut minnow
uncut minnow
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so i did thing and stuff but the texturs show up as stright up white in game

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nvm it just took time like 5 min to load in the texture

livid wigeon
blazing harbor
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4k

uncut minnow
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oh could it be beacuse its 2048 x 2048?

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@livid wigeon

livid wigeon
livid wigeon
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4k is too big unless it's a mega texture. and even then...

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1024x1024 is a good middle ground

uncut minnow
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i mean it loads fine now

livid wigeon
uncut minnow
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the first time took some time now it loads fast

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thats me specs

livid wigeon
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oh you should be finee

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unrelated to tm but that's a huge cpu bottleneck though?

uncut minnow
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ya the computer was a gift from my uncle

shadow path
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DAMN I LOVE TRAILMAPPERS

uncut minnow
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how does one import a map into trailmappers it does not work half the time???????

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also custom texters dont seem to work for other poeples eye balls

dreamy inlet
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and if its too large it can take a long time

uncut minnow
livid wigeon
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i approve

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lean badger
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hear me out

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just the heighmap is 17mb

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what could possibly go wrong

livid wigeon
lean badger
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the game crashed loading way smaller models

high palm
shadow path
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new one im workin with @white kindle & @slow gate

livid wigeon
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also smh no guardrails(?) for those ocean roads on the right

shadow path
livid wigeon
shadow path
livid wigeon
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or inner idk

shadow path
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yeah maybe ill shove it into but idk, its already damn heavy so we will see

livid wigeon
shadow path
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indeeddd 💜 😍

livid wigeon
shadow path
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dedication / addiction @white kindle ? XD

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deaddiction

white kindle
livid wigeon
slow gate
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Is there any way to cover whole custom irregular shaped model faster than placing TM models one by one? (I'm using grass topped flat rectangle). Also the connections between them are quite visible. Some tips how to hide them or make them less visible?

livid wigeon
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nope

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theres gonna be a sprinkle/mass object placer tool coming "soon" which would help

dreamy inlet
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found one that works i think, grass topped triangle and grass topped round

subtle girder
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any idea on what's goin on with the Y axes?

tacit rover
subtle girder
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Would scaling cause that?

tacit rover
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no clue, if the model itself in traimappers then no

lone bane
tacit rover
lone bane
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its a decent salmon color CatScream

atomic plaza
subtle girder
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too easy

tacit rover
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Did any new assets release with the update?

inner nacelle
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Not that I'm aware of but we've actually lost some sound FX 😦

austere aurora
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how do I make custom models not look like mirrors?

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they're so reflective

lone bane
austere aurora
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how?

lone bane
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any basic image manipulation software should have an opacity slider

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you just need to make the textures very transparent,
the alpha value represents the roughness of textures in the API

austere aurora
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oo ok

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I'll try that on canva

tacit rover
trim cairn
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for me to do something like this

subtle girder
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my God awful attempt at making an airplane with the trailmappers base material

livid wigeon
subtle girder
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yes
but i want something that will blow up lol

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since i cant make the base dynamic

livid wigeon
subtle girder
livid wigeon
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or if you want it to explode, explosive iron crate

subtle girder
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lol already know about that

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yeah thats what i used to make my dollar store plane

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the iron explosive crate
both the vents (hoping i could've made them dynamic
and the windmill

livid wigeon
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and the random explosive barrel on top for good measure

drowsy burrow
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Do you build terrain by using scaled up rock prefabs, or is there a way to create your own custom terrain?

inner nacelle
livid wigeon
fallen cedar
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hey guys, how do i make a picture onto a texture. Like i have an image of a race track, and i just want to put the picture on ground in the game so me and my friends can race on it. as a bonus i want to make it so that the grass actually feels grassy. and for a mega bonus the kerbs to actually be elevated

spring oracle
drowsy burrow
inner nacelle
fallen cedar
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ok

austere aurora
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how do I add sand

livid wigeon
austere aurora
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ok

livid wigeon
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there are some built in prefabs you can use for things like grass and slippery grass

austere aurora
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ok

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what about sand prefabs?

livid wigeon
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but you have to figure out how to cover the prefabs in most cases

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there are no prefabs with the sand surface

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or mud

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or pebblesand

austere aurora
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oo

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ok

livid wigeon
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theres niche prefabs with a mix of sand/dirt&metal but they are no where near the sand you'd expect

livid wigeon
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this is the canyon demo i made just earlier you saw in #clips-and-screenshots

sleek scaffold
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what for lol

livid wigeon
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idk

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i suppose so you can get a feel for the dimensions that i made work

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btw if you want inspiration, go to rally (singleplayer > racing > rally) and just fly around in freecam
it has some of if not the the best map work in the game

sleek scaffold
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kk I'll check it out, I havent spent much time on that map

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will the "grass" (mushroom trees) get laggy if I do too much?

livid wigeon
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on rally:

in mud/pebblesand areas (usually around coastlines in sand areas)

Desert Triangle usually is scaled between 0.1-0.2
Desert Small Rough usually is scaled between 0.25-0.35

livid wigeon
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although i am on a mid-high end pc so your milage may vary

sleek scaffold
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that doesnt sound like much lol

livid wigeon
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actually sometimes maybe like 400-600 lol i dont know

sleek scaffold
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lol

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so yes but it takes a lot

livid wigeon
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heres ridicolas' grass he used
you cant make it non collidable because modding is broken but as long as you dont have players go onto the grass it should be fine

v texture there v

sleek scaffold
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nah I need it to be non collidable

livid wigeon
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then your out of luck for custom assets

sleek scaffold
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dont want to go slightly off the track and then get obliterated by grass

livid wigeon
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unless you wanna do janky asf editing of the model

sleek scaffold
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maybe for further away from the track

sleek scaffold
livid wigeon
sleek scaffold
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right

livid wigeon
# sleek scaffold right

btw for the rock cascades like on treasure island, flashbulb uses Desert Tall Lumpy on 0.8-1.1 scale, 2/3rds of the way in the ground

sleek scaffold
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that looks right

livid wigeon
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if youre fine with "pebbles" going invisible at distance use Desert Layered on 0.3, 0.6, 0.3 scale with half of the upper part sticking out of the ground

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these are about 1-2 nubs tall; truck-sized wheels are ideal for climbing

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but in some cases or if you make the bump smaller, offroad-sized wheels can drive over most of the time

sleek scaffold
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ah yes, "grass" 😭

livid wigeon
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i put it alongside the model

sleek scaffold
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oh, what do I do with that?

livid wigeon
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put it in the custom models folder, tmmm will pick it up and you can give models a texture

sleek scaffold
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k

livid wigeon
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and a default one too if you right click the model in the object tray

sleek scaffold
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I see

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the mushroom tree is much nicer tho tbh

livid wigeon
sleek scaffold
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true

deft mango
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no idea how

sleek scaffold
livid wigeon
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also THREE entire sets of spectator stands

sleek scaffold
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they arent really checkpoints, they're start and finish

livid wigeon
sleek scaffold
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uh

livid wigeon
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by that i mean a regular start with checkpoints throughout

sleek scaffold
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it could be multiple lap race

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idk why I need checkpoints lol, the path is pretty clearly defined

livid wigeon
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theyre checkpoints

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strictly by-definition its to record race time but it is often used for respawns and such in arcade games

sleek scaffold
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its not a particularily long race rn tho

livid wigeon
sleek scaffold
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maybe one on the halfway point

sleek scaffold
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@livid wigeon whatchu think

livid wigeon
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i think the roots are a clever idea, and using the mushrooms is a bold but also kinda good choice

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but also using a peach-colored rock next to the darker brown is a 🚩

sleek scaffold
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the dark brown is specifically the path

livid wigeon
livid wigeon
# sleek scaffold

that outer part of the bank could have a direct rock cliff (no grass edge)

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cause youre already on a bank so why bother add padding

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@sleek scaffold can you give me the map file i wanna experiment a bit

sleek scaffold
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sure one sec

livid wigeon
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its been a couple seconds

sleek scaffold
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upload failed

livid wigeon
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upload worked fine for me lol

sleek scaffold
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well thats not a map file for one thing, and it could just be me

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it might be an invalid file type

livid wigeon
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.zip is fine

sleek scaffold
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ah

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I was sending the folder instead of the map itself

livid wigeon
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yeah discord doesnt like folders

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its fine with .zip though

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rur rur rur

livid wigeon
sleek scaffold
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I saw them

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didnt really know what "challenge" end/start meant, and the red is nicer anyways

livid wigeon
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also bro these roads in the straight is as wide as most americans

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i disapprove

sleek scaffold
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yeah Ik they're kinda wide

sleek scaffold
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so I gotta find somewhere else to hide him

livid wigeon
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this is FOUL

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never touch the editor EVER again ! 1 1 1!! !

sleek scaffold
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heehee

livid wigeon
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btw you can use local/global axis for rotation/movement if you wanna move stuff aligned on its rotation (e.g. extending stands on the same plane)

sleek scaffold
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ye ik

livid wigeon
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global/local axis rotation

sleek scaffold
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what

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I dont want all the trees facing the same way lmao

livid wigeon
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ok bro this guy is using upside down rocks 😭

livid wigeon
sleek scaffold
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oh right lol

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but its the same thing either way, it depends on the situation

livid wigeon
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where is desert ledges lol 😭😭😭

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desert chunky - 100%
desert ledges - 0%

sleek scaffold
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it works

livid wigeon
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noo

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no variation in the walls

sleek scaffold
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I rotate, invert, and change their size

livid wigeon
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the difference

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before | after

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wanna know why theres a sticking out bit in the rock face about halfway throguh?

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its to help people take the right line

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jesus christ all the tires respawned

sleek scaffold
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yeah they do that sometimes lmao, I should fix them

sleek scaffold
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I dont want there to only be one path to go

livid wigeon
livid wigeon
sleek scaffold
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if your car cant handle it just dont use it lol

livid wigeon
#

btw i think this is nicer

sleek scaffold
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not enough green tho

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its all one colour

livid wigeon
sleek scaffold
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and yeah ofc the jump is going to kill you in that thing lol

livid wigeon
sleek scaffold
#

I'm definitely going to raise the rocks up more, but I think I want the grassy rocks there too

livid wigeon
#

when driving it flows better

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btw im losing grip in the downhill so even without taking the jump im almost missing the turn

sleek scaffold
livid wigeon
sleek scaffold
#

thats not what you said

livid wigeon
# sleek scaffold

wowie you have a highly tuned and optimized monster truck, and i have timmy's second car

sleek scaffold
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the point is that im not designing this map for timmy's second car lmao

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so of course it wont be able to handle the track well, same as if you took an f1 car on it

livid wigeon
sleek scaffold
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but that doesnt mean I should change the track for it

livid wigeon
sleek scaffold
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im not even a good driver

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and you dont need to hit the jump if you dont want to lol

livid wigeon
sleek scaffold
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I smacked into the wall at the end

livid wigeon
#

youre basically punishing people for trying to take the best racing line

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and then saying "skill issue"

sleek scaffold
sleek scaffold
livid wigeon
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going on the inside, where the jump currently is, is the best racing line for the upcoming turn, and you punish players who go there by putting a jump there

sleek scaffold
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but this isnt an f1 track, if the inside line is rough terrain that would make it slower to take, then the inside line is not the best line

livid wigeon
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on the track, without the jump, in that spot, the best line is to go on the inside. you've put a jump there, which punishes players for going on the best line

sleek scaffold
#

ok but then how far does that logic go

livid wigeon
sleek scaffold
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should I remove all turns from the track?

livid wigeon
#

do you not understand

sleek scaffold
#

I do, but I dont think you do

livid wigeon
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those two turns flow best when the first one is taken with an inside line, because it makes the next turn far easier

sleek scaffold
#

should the track change for the players, or should the players change for the track

livid wigeon
#

and so what youve done is prevent that

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so now it flows much worse, because you have to do a sharp >90 degree turn

sleek scaffold
#

also, keep in mind that this isnt supposed to be a competitive race track, its a track that is supposed to be fun to drive

dreamy inlet
sleek scaffold
livid wigeon
sleek scaffold
livid wigeon
sleek scaffold
#

do all turns need to allow the drivers to be at full throttle?

livid wigeon
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@dreamy inlet i think youre better at explaining than i am, do you mind poking your head in again

livid wigeon
sleek scaffold
livid wigeon
#

so you're just skipping the banked turn you made and saying yeah its fine

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if you give someone a banked turn after a fast straight i think people are gonna take the bank

sleek scaffold
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random race track image I found, this is a very tight turn, and it has a long stretch that would allow for very fast speeds

sleek scaffold
#

sometimes you need to slow down in racing

livid wigeon
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or something to that effect

livid wigeon
sleek scaffold
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idk, I just know its an actual race track

livid wigeon
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are you allergic to acknowledging the idea that youve created a >90 degree turn

sleek scaffold
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no, I think that the >90 degree turn is fine

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im not saying I didnt create a sharp turn

livid wigeon
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i don't think you understand track design then

sleek scaffold
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im saying theres nothing wrong with said tight turn

sleek scaffold
livid wigeon
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this mushroom sounds like rock/metal

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i think thats why my vehicle is struggling

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it might also be that every single angle change is a mini jump because it hasnt been smoothed enough

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and this thing weighs as much as a feather

sleek scaffold
livid wigeon
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it has the acceleration of road with low grip

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i think this is reason for concern

lone bane
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are there any objects that have the "sand" properties, like with the dirt kickup and stuff

sleek scaffold
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dont think so

lone bane
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aww unfortunate

livid wigeon
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not full enough sand to kickup dirt from wheels or have such grip

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theres grass and slippery grass

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but not dirt/sand

sleek scaffold
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mushroom is good enough for me 🤷‍♂️ lmao

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looks like dirt, feels like dirt, must be dirt

livid wigeon
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it is literally not dirt

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it is making metal sounds

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and i have the acceleration of road

lone bane
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i was just making a monster truck stadium and needed hopefully some sort of dirt kickup but i guess not

sleek scaffold
#

ah, mud would be nice too

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maybe it will be added someday

livid wigeon
lone bane
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i dont remember that video as much lol

livid wigeon
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keep in mind im not even taking the bank, i'm doing what mono did in the 2nd gif where he just hugs the inside

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60-80 mph and i think in one of them i slow down to like 25-40

sleek scaffold
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im not building my track for that car though 😭

livid wigeon
#

this is basically identical to the offroad vehicles that are used in rally

livid wigeon
sleek scaffold
#

also, thats the reverse

lone bane
livid wigeon
lone bane
livid wigeon
sleek scaffold
#

yeah the track is supposed to go both ways lmao

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I was just letting you know that was the reverse

livid wigeon
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yk whats REALLY funny about that

sleek scaffold
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are you gonna say the other way is worse?

livid wigeon
#

the best racing line on this side is also blocked by the cliff made from the jump

sleek scaffold
#

omg he did

livid wigeon
#

and because of the sharp sideways uphill

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you cant really steer up very well (its not impossible)

sleek scaffold
livid wigeon
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and guess what? theres another long straight right before it

sleek scaffold
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"you cant steer up very well"

livid wigeon
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going into, you guessed it, a >90 degree turn

dreamy inlet
livid wigeon
#

if you took a proper racing line youd be at least 4 seconds faster

sleek scaffold
#

how many times am I going to have to explain this 😭

livid wigeon
dreamy inlet
sleek scaffold
#

I am designing the track in a way that I find enjoyable to drive on, its not supposed to be a competitive race track,
I am designing the track with my vehicle in mind

livid wigeon
#

a potentially interesting turn with good flow
puts jump in the middle
messes up flow
its not good anymore

livid wigeon
sleek scaffold
#

...

livid wigeon
#

btw, just because its not meant to be competitive, doesnt mean you have to ruin the flow of turns

#

take a more outside line and drift if you want! the majority of people arent gonna be drifting and so theyll want to take an inside line

sleek scaffold
#

this is epic tho

#

the majority of people is me.

lone bane
#

also uh why is this thing missing some textures...

livid wigeon
livid wigeon
sleek scaffold
#

I think this is better

livid wigeon
#

you can literally just take an outside line if you want, you made the roads so god damn wide, use it!

sleek scaffold
#

and since 100% of the target audience thinks its good, I dont think thats too bad

#

the roads are wide so there can be variety in where I drive

sleek scaffold
#

I dont care about improving times by a fraction of a second

lone bane
#

cmon why

livid wigeon
#

the particles are unaffected

lone bane
#

custom models block the fire

sleek scaffold
#

where does trailmakers even have fire?

livid wigeon
lone bane
#

rings of fire?

sleek scaffold
livid wigeon
lone bane
sleek scaffold
#

holy bro, why are you getting so mad at me for designing my track that I am building for me to drive in my vehicle the way I want to 😭

livid wigeon
livid wigeon
lone bane
#

no idea why it collides
and i want it not to

sleek scaffold
#

but what is objective about it

livid wigeon
#

"its not an f1 track"
5 minutes later

uses f1 track as an example

sleek scaffold
#

what is the purpose of the track

livid wigeon
#

to be a drivable track

#

i dont know

sleek scaffold
livid wigeon
sleek scaffold
sleek scaffold
#

I am having no issue driving it, and am having lots of fun

livid wigeon
# lone bane

yo i just realized when the player goes through the fire, it redirects the particle
its way more noticable at the start of the flame path though

#

i dont know what i did but now the object tray is shifted downwards off the screen lol

#

oh fixed it

lone bane
#

yay tracks

livid wigeon
#

i wanna guess how you did it

lone bane
#

its not that hard to figure out

livid wigeon
#

you put custom model (non collidable) like 0.002 above a prefab with grip

lone bane
#

no way

#

you got it right

livid wigeon
#

no way

#

ive used it before

lone bane
#

no way

#

its a pretty basic technique

lone bane
#

i just put an invisible prefab with grip slightly above the custom model

livid wigeon
#

guys i dont think slippery grass is real

#

i think its just that the high seas prefabs are bumpy

lone bane
#

ok this looks pretty cool

livid wigeon
lone bane
#

prefabs get boring at times

livid wigeon
#

actually this is very claustrophobic im gonna open it up a bit

livid wigeon
livid wigeon
lone bane
#

stranded

livid wigeon
#

stranded looks nice ish

#

@lone bane

inner nacelle
knotty lily
# livid wigeon i can tell

Why are you hating him so much? Its literally his track and he is very much free to do it anyway he wants to.

latent remnantBOT
#

dynoSuccess rainlesssky has been warned.

livid wigeon
livid wigeon
#

treasure island

size: ~2000x2000 (1000 blender)
center: 512,512 horizontally

danger zone (excluding snow island)

size: 2040x2040 (1020)
center: 0,0

great carrier reef

size: ~4460x4460 (2230)
center: 0,0

stranded in space

size: 4000x4000 (2000)
center: 0,0

airborne

size: ~5800x5800 (2900)
center: 0,0

race island (excluding extra islands)

size: 1500x1500 (750)
center: 0,0

livid wigeon
#

postion 😭

#

i will never unsee this

livid wigeon
#

besides some weird seams this looks good to me

livid wigeon
#

i think trailmappers has done an oopsie (memory leak)

median beacon
#

does trailmappers have any assets from 2.0 yet? and if not, when will it?

lone bane
median beacon
#

awww i wanna spawn in a megadrill

livid wigeon
#

suggestion: move "Arrow Sign", "Yellow Arrows", "Blue Arrows" from Miscellaneous to Racing

#

suggestion: if object tray is updated to be like the new TM build menu, add search/tag functionality.
e.g. all high seas prefabs have the "High Seas" tag and you can search for that tag
e.g. all desert prefabs have the "Desert" tag
e.g. all danger zone buildings (catapult, grinder) have the "Danger Zone" tag

vivid laurel
#

i wonder if trailmappers understands multiple object groups as different meshes

#

could be useful to make an autosplitter

#

where it just automaticly splits objects based on distance

vivid laurel
#

window in window coming in clutch for circuits made out of already existing map geometry

left latch
#

I'm trying to load my map, but every time it gets to around 90% and then its just stuck

tacit rover
left latch
tacit rover
#

huh

#

can you send a screen of your map from tailmappers?

#

using any of the chirpos?

left latch
#

4 of them

tacit rover
#

purple?

left latch
#

yes

tacit rover
#

that used to cause some issues afaik

#

try to delete him

left latch
#

I'll try that

#

IT WORKS NOW

#

also I finally figured out a way to light up a room without making it look like hell

tacit rover
left latch
#

yes that

tacit rover
#

you could also try lava for some red-ish lights, but i dont know it you can turn it upside down and have it emit light that way

left latch
left latch
tacit rover
left latch
#

this is a part of the map I made earlier, but decided it doesnt match the style so I put it away for later

#

also there's a big ass sheep in the sky as a placeholder

#

also there's this area on a mountain

livid wigeon
left latch
#

does anyone have any ideas on how I could make this area look less strange?

#

its supposed to be unaccesible

#

but it looks too open, and you can see where it ends

tacit rover
left latch
#

what do you mean by using the mushroom tree?

tacit rover
#

There is an asset called the mushroom tree

left latch
#

I know, but how did you mean to use it?

tacit rover
#

It has grass on top for whatever reason. Just stick it underground until only the grass pops up

left latch
#

oh ok

#

oooh you meant that mushroom tree

#

that actually works really well

#

did you mean like this?

#

@tacit rover

#

also I meant like the back part

lone bane
left latch
#

do you happen to know anything I could use to make a desert area's floor?

left latch
blazing harbor
#

not enough

#

like really big

#

so big they reach the leaves

#

so it looks like theres more trees but its just a bush

livid wigeon
left latch
#

I just found the air vents

left latch
austere aurora
#

is it possible to have different textures in one object?

dreamy inlet
livid wigeon
deft mango
#

how can you open tm maps in Trailmappers? Like how would I modify an already existing in-game map?

livid wigeon
#

you can add stuff onto an existing map by just placing stuff at given coordinates

#

but you cannot modify or delete stuff that already exists in the map

deft mango
livid wigeon
#

use altitude instead of the y coordinate though

deft mango
#

alright thanks

livid wigeon
#

i usually use velociraptor to get approximate coordinates and then trial and error until i get the precise position

livid wigeon
white kindle
shadow path
#

why?!?! why those triangles?! where they came from??

livid wigeon
shadow path
#

ohh maybe i should scale up the object?

#

not in mappers....the og scale of the object

#

nope. same situation um

dreamy inlet
shadow path
#

didnt solved 😦

versed moat
#

Add an additional polygon in the mesh file somewhere far above the existing mesh.

livid wigeon
#

ridicolas probably will return any day now

deft mango
#

making progress, slowly but surely

lone bane
deft mango
#

mid 70s to be specific

lone bane
#

are you gonna texture the buildings at all? custom models?

deft mango
#

I don't have any blender knowledge so probably not, I am gonna attempt to do the best I can from what trailmappers has to offer, rn I'm just getting the overall layout of the city planned out, although custom models aren't fully out of question

livid wigeon
deft mango
#

a developer might've done that idk

livid wigeon
#

officially placed | trailmappers placed

the mini desert shrubs placed around are actually different (simplified) (and dont cast shadows) than the pfb

deft mango
livid wigeon
#

and ic youre nitro booster now

livid wigeon
deft mango
#

i'm actually going insane rn

#

there is not a single external 3d model in this picture

#

this is all done using stuff in trailmappers and trailmappers alone

deft mango
deft mango
#

this turned out looking way more realistic looking then I thought it was gonna look like

inner nacelle
#

Nice!

odd sluice
#

i dont know if im just doing something wrong or if its busted but the "Import Map" function does not seem to be working. currently trying to just put in the map data file from my mod to test the import feature and it does not wanna open it

lone bane
odd sluice
#

ah

#

figured out how to update my json file. chillin now

mortal wharf
#

How do people make desert floors? All I have in terms of models is that flat pancake looking thing which doesn't seem to scale well

mortal wharf
#

It seems this observatory object has no collision? Anyone else encounter this or know how to fix?

inner nacelle
livid wigeon
#

its a fire map when trailmappers starts lagging

#

treasure island upgrade

odd sluice
livid wigeon
odd sluice
#

No

#

I have a monster of a machine so I just thought the codebase wasn't great

#

But yeah no. It takes several minutes to open a map

#

It might be the several thousand assets I have in my custom models folder

lone bane
#

thousand??
how tf

#

i only have a couple hundred and im struggling to open the model menu

livid wigeon
#

if not more

#

I wonder how much texture contribute to load time

lone bane
#

i have a lag spike upwards of 30 sec opening the texture menu for the first time in a session

odd sluice
#

Yeah mine takes actual minutes to load into the menu and then even more minutes to load each folder

knotty lily
mortal wharf
#

I was under the assumption that there was some sort of limit to the number of megabytes of custom models you could have in your map but reading this I think that assumption was wrong

livid wigeon
odd sluice
livid wigeon
odd sluice
#

Yeah I just auto atlas in blender

#

There's a plugin to auto atlas

livid wigeon
#

gimme now

#

also how tf does that work across multiple files

#

or is it like per object type deal

odd sluice
#

And all it does is it adjusts the UV mapping to be on the atlas

#

So in trailmappers you apply the texture as the atlas instead of as the standalone texture

#

Watch your atlas sizing though because sometimes it can get pretty large depending on your source texture sizes

#

If your source texture are like 4k pixel lengths you might not want to atlas because then it's having to load a massive as fuck image

livid wigeon
#

the atlas itself is 4k

odd sluice
#

I generally limit my atlas sizes to 4k yeah

#

It does take a bit because TM initial texture loading is absolute ass

livid wigeon
#

4k textures (few of them though lol) in general load pretty fast

livid wigeon
odd sluice
#

Yee

#

But if you try and atlas those without adjusting atlas size it will slap those 4k textures onto the same atlas making a massive abomination

#

That's why I didn't atlas IronWood

#

Because my atlas was gonna be like 20k by 20k

#

I do atlas small textures though

#

Like my signs and doors are in atlases

#

Also sometimes uv mapping for atlases does mess up between TM and blender so make sure it's loading the uv properly

#

For some reason when I was trying to do atlases for my ground and water textures my waterfall was loading my grass texture

livid wigeon
livid wigeon
#

PFB PFB_Rock_Detail_Med_Mud_01Test is missing

#

has proper collision as far as i can tell, unlike these two

#

suggestion: mismatched collision warning as a tooltip in the object picker (like block description/stats in TM). currently its only forced no collision displayed but that is a different issue

#

for things where their collision mesh is different from the visual mesh

#

PFB_BlueBerryShrub_02_Noco is missing from trailmappers
PFB_BlueBerryShrub_01 is still broken in TM however

#

PFB_CatapultStraight is missing but is broken in multiple ways:

  • no longer launches the player
  • nonstatic removes center plate collision
  • animation always active
livid wigeon
#

the display name of any object is saved in the file... why lol

livid wigeon
compact yew
#

IS there a way to import the trailmakers treasure map into trailmappers so I can use it as a reference for a race track? or is there a way I can find coordinates using a mod?

livid wigeon
# compact yew IS there a way to import the trailmakers treasure map into trailmappers so I can...

wdym? if you're trying to show the official maps in trailmappers that isn't easily possible. but I myself use a mod called Velociraptor to display coordinates.
using Velociraptor: use the XYZ coordinates line for XZ, but use the altitude line for the Y coordinate. optionally use the heading option for yaw rotation.
I also use Fly Mod to keep my position after exporting a map while it's enabled and to get around the map faster

compact yew
#

i wanted to import the official map so i could jsut build a track, delete the map then load the track over the official map

livid wigeon
#

often I just make a small change in trailmappers, export, check in-game, and repeat small edits until I'm happy

inner lotus
#

how does one add textures to imported models?

lone bane
inner lotus
#

thank you

knotty lily
inner lotus
lone bane
livid wigeon
#

can't super reliably reproduce but this happens when exporting and tabbing out of the game at the same time
errors continue until export is pressed again

livid wigeon
blazing harbor
livid wigeon
#

at this point you can smell the shape of treasure island solely with how many extra pfbs i added

knotty lily
#

did a little thing with some of my mods

livid wigeon
#

do you want the same orange sand texture the devs use? it isnt perfect because its missing a normal map but it looks pretty good

versed moat
#

Mad max vibes

livid wigeon
versed moat
#

Looks good aslong as them trees aren’t hurting performance

livid wigeon
versed moat
#

Btw the prefab with the trees attached to some rocks doesnt seem to impact performance as much as individual trees

livid wigeon
knotty lily
livid wigeon
#

the further towards morning the darker- and then greener- the sky gets

livid wigeon
versed moat
#

I guess it depends on the vibe, sometimes the classic dusk settings work well

livid wigeon
versed moat
#

The amount of time If I’m making a map I spend individually rotating trees and tilting them so they are more natural than just all being the same

livid wigeon
versed moat
#

Yup lol

livid wigeon
#

my maps, even updates to existing official maps, take so long because i cant just have a tool automatically place everything like flashbulb does

#

so i have to become the automatic tool for each and every object

#

besides that almost every tree is yaw rotated the same, it feels empty?

#

like the ground feels bare despite the shadows and bushes; which stranded also has

#

maybe because the grassland on stranded is so incredibly flat? unlike stranded

versed moat
#

Stranded has a lot more rivers and separated islands

livid wigeon
#

sad that i cant add those to existing geometry

versed moat
#

Unfortunately

livid wigeon
#

also sad that a lot of the fancier rocks and special grass shapes are inaccessible too

versed moat
#

Treasure island would look pretty damn cool if we could use the waterfall effects from airborne aswell

#

Waterfall into a small river the winds it’s way through the terrain

livid wigeon
#

theres some messed up blending between grass and rock on stranded and god it looks soo bad, could they really have not been able to fix that for years?

versed moat
#

When I was making bannerhold I found the moon prefabs make really good natural rocks/cliffs. just a nice texture to look at

knotty lily
versed moat
#

Does your sprinkle tool have settings like spread and individual rotations etc?, I use the array spawning feature in TrailEdit since I still create all my maps in trailedit

knotty lily
#

But those are certainly features i think would be good to add

versed moat
#

Take a look at the array spawning setting in trailedit, might give you some ideas

knotty lily
#

I also tried to add a snap to surface normal option but that didnt work on first try

versed moat
#

Think I’m the only person using trailedit lol

knotty lily
#

lol probaply

#

I also still find it weird that Trailmappers keeps freezing when i try to load one of my generated cables, i think it has some kind of memory leak bug with my models
Maybe it has a issue with how the faces are generated twice in the same spot to be visible from both sides

versed moat
#

Possibly

lone bane
#

for the sprinkle tool, could an in game brush type thing be better? I could be a little more selective on where to place things, instead of having them where I dont want them like on top of other structures or steep mountains (for trees mostly) without needing to use trailmappers.

versed moat
#

I ain’t touching the source code, that’s Ridicolas thing to sort whenever he comes back

knotty lily
#

Oh now that i think about it a Brush might actually be more possible than i thought, dont we already have the option to detect where the mouse is?

versed moat
#

Not constantly

#

Has to be every click

knotty lily
#

Aw

lone bane
versed moat
#

You could do something really workaround to get cursor controls

#

If you see my minigolf mod the ball is controlled by the player moving their mouse

knotty lily
#

Yeah you are using a structure

versed moat
#

You put the player in a seat, wherever the player is aiming is translated into controlling a 3d mouse cursor

#

Use servos or the aiming sensor for moving the player

knotty lily
#

Btw how did you make the camera?

versed moat
#

The camera was just created to always set to position of the ball

#

Using addcamera

knotty lily
#

Ah ok because it looked so smooth, i expected it to feel a lot more rigid

versed moat
#

It has some smoothing to it via lerp

knotty lily
#

Ah

versed moat
#

Only a small amount but enough to stop the camera being jumpy

livid wigeon
livid wigeon
#

still high quality mod but grr...

versed moat
#

I mean it had maps aswell in the bg

lone bane
#

it was more mod than map imo
no hate to terrorsoul, just i feel more of the wow came from cool mod minigame

livid wigeon
# versed moat I mean it had maps aswell in the bg

werent those really low poly mountains or something? i'd argue a pretty high detail ocean map far ahead of what flashbulb has done is better than some mountains which are only a low poly bg for a MINIGAME

versed moat
#

Nope, some of the bgs I spent some time making

#

Anyhow the Chirpo I gave to lukkram

livid wigeon
#

as i was saying earlier, i really dislike how stranded has so many areas with awful grass blending

#

and itd be difficult to fix with mods, because of the non-flat geometry paired with the grassy surface property on some of them

versed moat
#

Bushes

livid wigeon
#

i think it really is just a lack of verticality, and by extension the sand slopes

#

ohh theres some really short trees that break up visibility, could try that

livid wigeon
#

replaced an object in my save to be PFB_BlueBerryShrub_02_Noco. on the first attempt at loading, tmmm removed the object and carried on fine. on the second attempt at the same thing, and tmmm froze and i assume a very severe memory leak, because memory usage immediately spiked to ~16gb.
if memory serves correct, trailmappers previously had PFB_BlueBerryShrub_02_Noco but it was removed at an unknown date

#

trailmappers seems to have a lot of memory leaks, with reloading custom models and map loading even

tacit rover
knotty lily
#

with a mod i made that generates a line between 2 points and exports this line into a obj mesh. But currently i havent released it yet since it still crashes Trailmappers as soon as i try to load one of the generated models in there

austere aurora
#

why isn't my map loading propperly?

lone bane
austere aurora
#

it's been like 20 minutes

lone bane
austere aurora
#

I already did

#

or maybe I should just decrease the amount of vertecies?

lone bane
austere aurora
lone bane
#

yeahh then at higher tri counts the game doesn’t exactly enjoy it too well

livid wigeon
#

you can have a maximum of 32767 vertices which i forgot how large that is in mb

austere aurora
#

10 mb

#

is the file

#

size

livid wigeon
#

oh yeah that's too big, should be around 4-8 maximum iirc

austere aurora
#

I figured out that the curbs are the biggest problem

#

lemme check

#

THE CURBS ARE 6 MEGA FREAKING BYTES

livid wigeon
austere aurora
#

track curbs

#

I'm making a track

livid wigeon
#

mhm

austere aurora
#

for a tournament

livid wigeon
#

what I would do is make smaller parts like a straight, x angle curve parts

#

rather than one huge one

#

it'll be more performant in every regard

#

load time, file size

lone bane
austere aurora
#

I'll just reduce the vertices on the curbs

livid wigeon
austere aurora
livid wigeon
livid wigeon
austere aurora
#

oh

#

ok

#

but the walls are still 2 megabytes

#

AND THE GOD FORBID CURBS

livid wigeon
#

like the modular blue/gray road parts that are used in danger zone

austere aurora
#

mmhmm

#

but the track itself is still performant after testing tho

livid wigeon
austere aurora
#

oooo ok

#

aww man

livid wigeon
#

and with smaller parts you can do higher vertex count because it's just multiple of the same model and not one big model

#

but wheels may collide poorly

#

from what I've seen it seems edges/vertices are bad for collision and repairing?

#

it may actually be vertices/edges that cause the bulk of collision bugs in the game, I'd have to look at the geometry for the official map terrain to see if it lines up

#

BOO HISS DYNO

#

X = vertices
_
/_\

#

this so the top is a face and so wheels should collide better

odd sluice
#

Yeah. I split my models up as much as I can to save on performance

livid wigeon
#

LOCK IN YALL

spring oracle
#

I'm making another race track then, this time more formula one style then nurburgring

livid wigeon
#

@fallen oar

fallen oar
livid wigeon
#

flashbulb really had to leave me with ALL of these flat empty cliffs that i'll have to detail FOR them 😭

abstract sage
#

what map is that?

versed moat
#

Only the best map

abstract sage
#

ah treasure island

#

some of these assets didnt age very well

hardy nexus
#

do i have to learn modelling if i wanna make a map look good?

livid wigeon
spring oracle
livid wigeon
hardy nexus
spring oracle
spring oracle
hardy nexus
#

blender is a 3D modeler, right?

hardy nexus
hardy nexus
livid wigeon
hardy nexus
#

so is there anywhere i can get a type of model or would i have to make them?

livid wigeon
#

it needs to be under 32767 faces I think

hardy nexus
#

alrt
ty tho

blazing harbor
abstract sage
#

triangulation may have screwed the model up

livid wigeon
tacit rover
# blazing harbor explain

try to recalculate outside on the whole mesh and triangulate the faces. also the loading engine hates n-gons try to make sure to fix those

slow gate
#

any tips on how to efficiently make a snow map by using TM models? I have a custom model of the terrain elevation of the place I wanted to recreate ( the targeted size of the map is full size of the great carrier reef map which is 15x15 km )

slow gate
#

@livid wigeon wdym copy and paste? if I will place the custom model into TM its surface would be as rough as tarmac

livid wigeon
slow gate
#

ah

#

chumkychirpo excellent

livid wigeon
#

1186 objects DoggoScream

#

we meet again

runic jackal
#

How do you get stats like that?

fervent sun
#

Open the map on a json viewer, like your browser

runic jackal
#

I'm not seeing a summary of objects anywhere, just each objects size/coordination/etc

fervent sun
#

Correct. Json viewers might display the length of the array

runic jackal
#

Is there a recommended item limit, or an absolute item limit for maps?

hoary temple
#

I have some issues with making my 3D models work in game. I have made some Buildings in blender and I was able to import them into trailmappers but when it came to loading in game it would not work. What could be the issues and how do i fix them?

livid wigeon
#

just don't stack a lot of them on top of each other

livid wigeon
#

lowk i might make my own freecam + coordinates mod for trailmappers

atomic plaza
tacit rover
# hoary temple Ok that can be one reason

sometimes the models just refuse to load you may need to reexport the .obj, or make some topology changes such as triangulation or just limiting the vertex amount and face. i havent exactly figured out what causes these refusals to load, so you are invited to join and investigate for yourself

knotty lily
#

the linux experience

mild rain
#

That’s through proton? Try the experimental branch, it should render everything correctly

knotty lily
austere aurora
#

how do I make lights in trailmappers?

livid wigeon
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you can stack lights to create blends of the colors

livid wigeon
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@swift surge guy welcome to 300+ hours of tedious rock placing

livid wigeon
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aw hell nah im not working in this

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oh i fixed it

austere aurora
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lol

livid wigeon
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HOW DID I DO ALL OF THIS IN LIKE AN HOUR???

inner nacelle
#

"Middle Finger Island" perhaps?

livid wigeon
austere aurora
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another picture taken in the dragon autodrome

livid wigeon
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@elder moat map feedback:

  • rock pillars and generally most objects could use some random rotation

    • breaks repetitive patterns, especially with more notable things like pillar tops
    • some cliffs that use Desert Ledges especially need random rotation
    • ive seen quite a few beginners forget this
  • objects are scaled too large

    • use more and smaller objects for texture quality and geometry detail (less low-poly terrain and better cliffs)
    • i'd say my limit for scaling most objects is around 4,4,4
    • this is a mistake ive seen just about every beginner make
  • cliffs use very unevenly scaled objects (use more and 1:1:1 scaled objects)

    • it looks really stretched and generally bad
    • this is also a beginner's mistake
  • hole in cliff at -3387,-272

  • hole in cliff at -3596,-409

  • hole in cliff at -3479,-237

  • hole in cliff at -3375,-187

  • hole in cliff at -3188,-276

  • hole in cliff at -4218,-640

  • hole in cliff at -4326,-469

  • hole in cliff at -3050,741

  • hole in cliff at -3036,920

  • hole in cliff at -3138,1022

  • hole in cliff at -3348,1057

  • hole in cliff at -846,480

  • hole in cliff at -647,428

  • hole in cliff at -146,572

  • hole in cliff at 53,514

  • hole in cliff at 137,976

  • hole in cliff at -97,-1029

  • hole in cliff at -291,-1081

  • floating rocks around 270,-805

  • floating rocks around -2915,378

  • floating rocks around -2638,1212

  • floating rocks around -279,-532

  • floating rocks around -12,-429

  • floating rocks around 727,-56

  • floating rock at -1880,-1670

  • sunk rocks around -1796,1588

  • sunk rocks around 450,-990

  • sunk rocks around -2283,-2368

  • sunk rocks around -2930,2228

  • see-through pipe at -3242,73

elder moat
#

thank you

livid wigeon
# elder moat thank you

also,

  • not enough color variety
    • poo brown and blue shadows don't work well together
    • some grass rocks (rocks living category) at the top of tall pillars or plateaus would be good
    • make sure theyre usually inaccessible by land because their textures are low quality no matter what you do
  • other landmarks besides shipwrecks would be really nice
    • grass rocks also contribute to this
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i do like the truss towers, they are very well made 🔥

elder moat
livid wigeon
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notice how bad the one stretched rock looks right beside a slightly more detailed one

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i would use way more of these red rocks btw, theyre really good as they can be scaled up without loss in texture quality (geometry does get bad after a point, though much larger)

elder moat