#Trailmappers
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hmm only thing i can think of is that normals are inverted on the other part
Oh lemme check
I'm new to blender so I could have messed a bunch of things up
There is also no collider here
We are getting somewhere....
how many triangles?
32767 is the tri limit for each model
and 32768 for tris with collision
No idea, what happens when I hit the limit?
usually crash, but sometimes the mesh gets corrupted before being fully loaded leading to some missing faces
Odd
There's a good chance of too many faces, doesn't matter too much though cause I've got other things working now
yea doubt the donut was a priority lol
for me if its <200k tris it usually is corrupted; although the higher it is over the limit, the longer it takes to corrupt(??)
for example, the unoptimized trailcargo map mesh was around 131k tris and took idek 10-15 seconds to load in
keep in mind this was with the server (singleplayer) entirely frozen; it barely survived on my mid-high end hardware
roade
Any tips on making the track follow the black path?
what modifiers do you have on
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
ok that last point might be the issue
thanks I'll try all of those
so far no good :(
Working for no apparent reason now, I don't know what I did wrong before but I shall be happy and move on
ooh formula one type track?
More of a GT street circuit, it's where the Gold Coast 500 is held (Australian supercars/carrera cup)
ooh that seems like it'll be fun
Hopefully!
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.
i'm aussie and i'm shocked i've never heard about this event
I remember Bathurst but i'm surprised I wasn't aware of this event
how do I do that? I tried some online tool but didnt seem to work
GIMP is pretty good and if you use some of the tools just right you can automatically make fancier alpha setups
i use gimp and its easy
for uniform alpha modification, modify this. make sure the layer has an alpha channel
for normal pngs it should already have an alpha channel so dont worry too much
I've tried adjusting the opacity but still doesnt seem to work
the opacity slider that i circled is still 100.0
?
yeah I tried at like 20 too didnt notice a difference
right click the layer, if "Add Alpha Channel" is grayed out, dont worry about it
it is grayed out
oh! 😮 it works now 40 seems to work better than 20, the floor looks a lot more normal now tyy
editor grid plane makes invisible things and "decals"(what do you call those markings on the carrier?) disappear
putting in the extra time to minimize seams between prefabs can really go a long way. do it
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
this applies even on flat surfaces
It's nowhere as big as Bathurst but it's still cool, I haven't had the joy of visiting Bathurst yet but I've been here with a formula student team, if you visit sat hi to the people at Griffith
I am having trouble getting this to not crash trailmakers, any common issues that I can sort through?
Does this hurt the tm?
are trailmakers maps loaded with chuncks, like minecraft?
that doesn’t really make sense for a non voxel world, and TM isnt procedurally generated
No, everything is loaded when you start the session or enable a mod. The game uses LOD (level of detail) to reduce the complexity of geometry and texture detail of distant objects to save on resources instead
shouldn't
some peoples models just dont work, and we dont know why. try simplifying the model?
a ton of road models i make tend to crash for no reason whatsoever, even being far under the limits
@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
both can be fun 🙂
seems like a win-win to me. you learn neat fancy techniques and i get work done for me
we love LODs on something that is already only 2 triangles
its fine though because this will never be seen from afar
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
Heres a sneak peak of my pvp arena, still a lot of detailing has to be done but i got the mechanics down
you can just add a line of code to the map spawning code to disable repairs
From my experience adding scripts/mods makes the game unstable, I have tried a mod named repair restrictor and it had lots of issues
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
maps are mods, and as long as mods aren't continuously doing heavy work they don't impact performance/stability for the most part
tachnically yea. and I guess a few lines of code wouldnt be felt, how would I begin to write what tools are needed?
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)
what do i fill this garage with
hmm these grassy prefabs dont look great
dont know how the cubemap got rotated but GOD DAMN that is pretty
is that a kitchen grill and a tomato sauce bottle lol
it's a workbench in a garage
Don't let my amateur coding put you off mods! 🤣 Even so I do need to revisit Repair Restrictor to see if I can optimize it a bit.
might want to improve the ux too, sounds/subtle messages for example
Yep agree. Twas made in the old API days before we even had luxuries such as subtle messages or IsPlayerInSeat 😂
damnn
could definitely also have a keybind for toggling on/off the ui and maybe some presets(??)
@sly mantle is it possible to have the actual trailmakers maps like danger zone in trailmappers so that we could put stuff in it?
Technically yes, but it would require a fair bit of effort to place everything correctly. Still, I think it would be cool to have it in trailmappers!
most of what you need on most maps is just the terrain mesh(es)
stuff like stranded and danger zone might more heavily rely on pfbs for some scenery but it gets the job done
One could probably make a mod that auto teleports the player and then sample the height at that x and z coord in a 100 x 100 grid to figure a rough guess of it
Or we could beg the devs for the heightmap 🥺
You wouldnt need to use the player, you could just raycast no?
ooh
Raycast would unfortunately hit prefabs/non-terrain, so if you instead set the player to a set x z pos, then allow the user to move up and down along the y axis until they are approximately at the terrain height, then press a key to record that height
Its probably the fastest way to do it semi manually
@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
guys how dumb is it to use a 8192^2 megatexture for the main island
it loads after like maybe a minute...
actually not that bad... is comparable to some of the vanilla pfbs at normal scale
Out of curiosity have you tried exporting the terrain (from Blender) with smoothing groups to get rid of the faceted polygon look?
no
Worth a try
absolutely zero flaws have been spotted
Why are there black sections?
the parts I didnt draw on in blender
what type of files does trailmppers nee for custom moddles?
obj for models and png for textures. use alpha/opacity for roughness
thank you
is there a way to customize the tree colors in trail mappers?
of the vanilla/default pfbs? no
oof
any assets that come with mappers are from the base game and can't be modified
gotcha ok thank you wanted somre charry blossom trees
besides like scale, rotation, static/collision/visible
the brown/purple ones are OK
Purple could be out of season cherry blossoms
or brown
ok since i have you here how do i take my map into blender to smooth it out?
wdym?
like i think italk to you befor about thrain tracks you said you could take the map into blender to smooth them out
what?
#1336886674734448681 message
you don't put the map itself into blender. make a custom model using blender for the train tracks
i see
ok thank you
ok so iv imported some textures but they are all shiny how does one fix this
set the opacity/alpha lower. the lower the opacity the less reflective the texture is
can i do this with gimp
yes. the quickest fix I know is to set the layer's opacity in the bottom right
there's some other methods for fancier alpha like using color to alpha but it's case dependant and highly finicky
so i dont know how to do this lol iv never had to do this till now lol
I sent a screenshot how before, lemme find it
ok thank you
.
I replied to it above
awesome thank you so much
so i did thing and stuff but the texturs show up as stright up white in game
nvm it just took time like 5 min to load in the texture
how big are your textures??
4k
hmm for me that would only take 30s max. maybe you just have lower end PC hardware
wtf bro
4k is too big unless it's a mega texture. and even then...
1024x1024 is a good middle ground
i mean it loads fine now
that's probably because it's gotten cached
yeah the first time it has to actually load it. from then on, that version of the texture is loaded from cache which is much faster
oh you should be finee
unrelated to tm but that's a huge cpu bottleneck though?
ya the computer was a gift from my uncle
DAMN I LOVE TRAILMAPPERS
how does one import a map into trailmappers it does not work half the time???????
also custom texters dont seem to work for other poeples eye balls
they do just requires a bit to load iirc
and if its too large it can take a long time
gotcha ok thank you
that will never load
yeah ik it was a joke
the game crashed loading way smaller models
What map is that?
new one im workin with @white kindle & @slow gate
whats the blue beacons for?
also smh no guardrails(?) for those ocean roads on the right
landmarks
custom map overview menu when
yep. we kinda like no guardlines cuz we like to drift till the edge XD
put guardlines on the outer part of the turn maybe
or inner idk
yeah maybe ill shove it into but idk, its already damn heavy so we will see
thoughts on some work on trailcargo's map after that gets finished?
indeeddd 💜 😍
nah it would just become an ice cube
its insanity! 😮
GOD DAMN
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?
nope
theres gonna be a sprinkle/mass object placer tool coming "soon" which would help
nope, also i recommend using a bunch of grass stuff to cover up the steams, Grass round is really good but i'm not sure if the colors will match up
found one that works i think, grass topped triangle and grass topped round
any idea on what's goin on with the Y axes?
there is a good chance that the model in trailmappers has messed up origin point compared to the prefab called in Trailmakers
Would scaling cause that?
no clue, if the model itself in traimappers then no
oh you’re green now
nice
and you are.... diarrhea... nice
its a decent salmon color 
What kinda diarrhea are you having that’s that shade and why haven’t you gone to the hospital for that yet 
too easy
Did any new assets release with the update?
Not that I'm aware of but we've actually lost some sound FX 😦
lower the alpha value of the textures you're using
how?
any basic image manipulation software should have an opacity slider
you just need to make the textures very transparent,
the alpha value represents the roughness of textures in the API
get yourself Krita, its much better than anyhting you can do online. and its free
program misses way too many qol features
for me to do something like this
my God awful attempt at making an airplane with the trailmappers base material
does he know about the crashed plane
can't make it dynamic but this sort of work
i want kinda a target practice map
so i need something that can get destroyed
i present to you: fragile wooden crate
or if you want it to explode, explosive iron crate
lol already know about that
yeah thats what i used to make my dollar store plane
the iron explosive crate
both the vents (hoping i could've made them dynamic
and the windmill
and the random explosive barrel on top for good measure
Do you build terrain by using scaled up rock prefabs, or is there a way to create your own custom terrain?
You can do both of those things. You can use Blender to build custom terrain but there are limitations. Some of the other modders here can give you more details as they've done experiments.
you can also use more, smaller rock prefabs to help preserve detail in each object
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
This would need to be done in a 3d modeling program like blender. I don't really know how to do it that much so i think you should use google and maybe some youtube tutorials to find the information you need.
not satisfied with the pioneer campaign length, so how hard is it to make a custom one? 🤣
Yet you made this which is a fantastic track 🙂
https://steamcommunity.com/sharedfiles/filedetails/?id=3355601599
For custom models we can't change the material so the track surface, curbs and grass would all be the same type. Another option is to create and edit the track in my Track Creator Plus mod.
ok
how do I add sand
if youre referring to the sand that affects wheel grip, it's one of the surfaces you cant use in modding
ok
there are some built in prefabs you can use for things like grass and slippery grass
but you have to figure out how to cover the prefabs in most cases
there are no prefabs with the sand surface
or mud
or pebblesand
theres niche prefabs with a mix of sand/dirt&metal but they are no where near the sand you'd expect
@sleek scaffold unzip and put this in Documents\Trailmappers\Saves
this is the canyon demo i made just earlier you saw in #clips-and-screenshots
what for lol
idk
i suppose so you can get a feel for the dimensions that i made work
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
kk I'll check it out, I havent spent much time on that map
will the "grass" (mushroom trees) get laggy if I do too much?
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
oh yeah, but thats after like 80+
although i am on a mid-high end pc so your milage may vary
that doesnt sound like much lol
nah more like 150-230 maybe on my pc
actually sometimes maybe like 400-600 lol i dont know
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
nah I need it to be non collidable
then your out of luck for custom assets
dont want to go slightly off the track and then get obliterated by grass
unless you wanna do janky asf editing of the model
maybe for further away from the track
I'm not that smart lmao
just dont immediately put grass, or swap from mushroom grass to model grass
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
that looks right
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
these are about 1-2 nubs tall; truck-sized wheels are ideal for climbing
but in some cases or if you make the bump smaller, offroad-sized wheels can drive over most of the time
ah yes, "grass" 😭
oh, what do I do with that?
put it in the custom models folder, tmmm will pick it up and you can give models a texture
k
and a default one too if you right click the model in the object tray
its less optimized though and good luck trying to see under the ground level with 300 trees in your way
true
I was scrolling past this and saw a beaver holding a potato chip
no idea how
you're crazy
add more checkpoints bro, only 2 is sad
also THREE entire sets of spectator stands
they arent really checkpoints, they're start and finish
just use a multilap at that point 😭
uh
by that i mean a regular start with checkpoints throughout
it could be multiple lap race
idk why I need checkpoints lol, the path is pretty clearly defined
checkpoints aren't used to define where the race track is
theyre checkpoints
strictly by-definition its to record race time but it is often used for respawns and such in arcade games
its not a particularily long race rn tho
still would be good to have one or two, even just as decoration
maybe one on the halfway point
@livid wigeon whatchu think
hes still using the low res grass rocks
god save us all
i think the roots are a clever idea, and using the mushrooms is a bold but also kinda good choice
but also using a peach-colored rock next to the darker brown is a 🚩
still
that outer part of the bank could have a direct rock cliff (no grass edge)
cause youre already on a bank so why bother add padding
@sleek scaffold can you give me the map file i wanna experiment a bit
sure one sec
its been a couple seconds
upload failed
well thats not a map file for one thing, and it could just be me
it might be an invalid file type
does he know about end and start
I saw them
didnt really know what "challenge" end/start meant, and the red is nicer anyways
yeah Ik they're kinda wide
he was supposed to be underneath the stands, observing but I added the supports
so I gotta find somewhere else to hide him
heehee
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)
ye ik
global/local axis rotation
ok bro this guy is using upside down rocks 😭
that is selecting the rock
it works
I rotate, invert, and change their size
the difference
before | after
wanna know why theres a sticking out bit in the rock face about halfway throguh?
its to help people take the right line
jesus christ all the tires respawned
yeah they do that sometimes lmao, I should fix them
why though? the right lane has a jump in it, it's supposed to be optional
I dont want there to only be one path to go
the jump literally just kills you because you cant get grip for the turn
buddy then make this multiroute
1 road =/ multiroute
if your car cant handle it just dont use it lol
btw i think this is nicer
the point is that i literally cant because the jump prevents me from steering, causing me to understeer and die
and yeah ofc the jump is going to kill you in that thing lol
then put trees on top
I'm definitely going to raise the rocks up more, but I think I want the grassy rocks there too
when driving it flows better
btw im losing grip in the downhill so even without taking the jump im almost missing the turn
thats just a skill issue lmao
wow the downhill is too steep for tm and is very low poly
"skill issue"
thats not what you said
wowie you have a highly tuned and optimized monster truck, and i have timmy's second car
what
the point is that im not designing this map for timmy's second car lmao
so of course it wont be able to handle the track well, same as if you took an f1 car on it
an f1 car is never supposed to see a blade of grass hello
but that doesnt mean I should change the track for it
at least make it usable
.
im not even a good driver
and you dont need to hit the jump if you dont want to lol
mf is 1 inch away from the inner wall "im not even a good driver"
I smacked into the wall at the end
its literally where the inside line is; where you want to be in that scenario
youre basically punishing people for trying to take the best racing line
and then saying "skill issue"
the inside line has a jump so maybe it isnt the best racing line
I took the "best racing line" quite fine
i think you missed the point again
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
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
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
ok but then how far does that logic go
going on the outside or in the middle gives you an awful setup for the sharp left turn that immediately follows
should I remove all turns from the track?
do you not understand
I do, but I dont think you do
those two turns flow best when the first one is taken with an inside line, because it makes the next turn far easier
should the track change for the players, or should the players change for the track
and so what youve done is prevent that
so now it flows much worse, because you have to do a sharp >90 degree turn
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
i'm gonna poke my head in and say, yes it isn't an f1 track but smooth racing lines do not need to be dedicated to exclusively F1, a track with terrible flow is no fun to drive
I dont think this is terrible flow
am I not allowed to have a sharp turn?
youre also drifting at a 55 degree angle or so, which is HIGHLY abnormal
do all turns need to allow the drivers to be at full throttle?
again.
@dreamy inlet i think youre better at explaining than i am, do you mind poking your head in again
no? >90 degree turn going from a somewhat fast bank is generally a poor design choice
so you're just skipping the banked turn you made and saying yeah its fine
if you give someone a banked turn after a fast straight i think people are gonna take the bank
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
this is f1 no?
sometimes you need to slow down in racing
or something to that effect
dude
idk, I just know its an actual race track
are you allergic to acknowledging the idea that youve created a >90 degree turn
no, I think that the >90 degree turn is fine
im not saying I didnt create a sharp turn
i don't think you understand track design then
im saying theres nothing wrong with said tight turn
I never claimed to
this mushroom sounds like rock/metal
i think thats why my vehicle is struggling
it might also be that every single angle change is a mini jump because it hasnt been smoothed enough
and this thing weighs as much as a feather
all I know is it has relatively low traction, so my vehicle can slide instead of flipping immediately
are there any objects that have the "sand" properties, like with the dirt kickup and stuff
dont think so
no
aww unfortunate
not full enough sand to kickup dirt from wheels or have such grip
theres grass and slippery grass
but not dirt/sand
mushroom is good enough for me 🤷♂️ lmao
looks like dirt, feels like dirt, must be dirt
it is literally not dirt
it is making metal sounds
and i have the acceleration of road
i was just making a monster truck stadium and needed hopefully some sort of dirt kickup but i guess not
omg the one from the original/custom models update background in tmmm
??
i dont remember that video as much lol
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
60-80 mph and i think in one of them i slow down to like 25-40
im not building my track for that car though 😭
this is basically identical to the offroad vehicles that are used in rally
WOW I COULDNT HAVE IMAGINED THAT
also, thats the reverse
oh shit i could actually use this with some of my trucks
are you actually ill in the cranium? you were taking the same way around the track i was, to prove your point
which is slippery grass?
the high seas rocks with the grass
yeah the track is supposed to go both ways lmao
I was just letting you know that was the reverse
yk whats REALLY funny about that
are you gonna say the other way is worse?
the best racing line on this side is also blocked by the cliff made from the jump
omg he did
and because of the sharp sideways uphill
you cant really steer up very well (its not impossible)
and guess what? theres another long straight right before it
"you cant steer up very well"
going into, you guessed it, a >90 degree turn
what am i meant to explain here other than the jump turns a potentially interesting turn with plenty of juicy flow into something enpar with unseasoned chicken
dawg you are DRIFTING
and also all the way on the outside
if you took a proper racing line youd be at least 4 seconds faster
how many times am I going to have to explain this 😭
how many times am i going to have to explain this 😭😭
read what slushie said istg
also i want to add, jumps are cool, this is just not the spot for it
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
a potentially interesting turn with good flow
puts jump in the middle
messes up flow
its not good anymore
you could have said this an hour ago
...
.
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
also uh why is this thing missing some textures...
because flashblub
do you not want your track to be better
I think this is better
you can literally just take an outside line if you want, you made the roads so god damn wide, use it!
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
EXACTLY.
I dont care about improving times by a fraction of a second
cmon why
custom models block the fire
where does trailmakers even have fire?
you insist on a poorly designed turn
rings of fire?
yeah, Im pretty dumb
i can tell
the fire particle doesn't scale (which is being blocked by custom model for some reason), but the spark particle (which isn't blocked) does get scaled
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 😭
oh whenever i use the flamethrower i use it for the fire or the light
because it is objectively poorly designed and you insist otherwise
the fire is getting the "convex collision treatment"
no idea why it collides
and i want it not to
but what is objective about it
"its not an f1 track"
5 minutes later
uses f1 track as an example
what is the purpose of the track
I was thinking maybe it would help you understand
what if you make the flamethrower non collidable i dont know
again
I am having no issue driving it, and am having lots of fun
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
yay tracks
its not that hard to figure out
you put custom model (non collidable) like 0.002 above a prefab with grip
wait i actually didn't do this
i just put an invisible prefab with grip slightly above the custom model
guys i dont think slippery grass is real
i think its just that the high seas prefabs are bumpy
ok this looks pretty cool
what about this
prefabs get boring at times
actually this is very claustrophobic im gonna open it up a bit
its the grass, trust
stranded
Dude your comments are literally subjective! Not to mention quite rude. Give him a break!
Why are you hating him so much? Its literally his track and he is very much free to do it anyway he wants to.
rainlesssky has been warned.
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
does trailmappers have any assets from 2.0 yet? and if not, when will it?
honestly i dont think any were added afaik
awww i wanna spawn in a megadrill
for when, could be in april? custom models update was in early april and that is fast approaching
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
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
window in window coming in clutch for circuits made out of already existing map geometry
I'm trying to load my map, but every time it gets to around 90% and then its just stuck
using custom objects? sometimes the game has trouble loading them for some god forsaken reason. try to delete it and reexport, see if that fixes it. youll probably need to redo your object, make it less complex or remesh it. i never quite figured out why exactly it does that
I litterally have ZERO custom objects
purple?
yes
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
yeah theres something wrong with calling him in, not sure if the error is in the game or trailmappers
using salvage?
yes that
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
thats what I meant by "making it look like hell"
from what can deduct, it might be appropriate
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
you can turn the object but the light is really strong
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
I would suggest you use the mushroom tree asset, but it can get pretty heavy when spamming it, so expect worse performance when on screen
what do you mean by using the mushroom tree?
There is an asset called the mushroom tree
I know, but how did you mean to use it?
It has grass on top for whatever reason. Just stick it underground until only the grass pops up
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
yep!
do you happen to know anything I could use to make a desert area's floor?
add big bushes
I ALREADY DID THAT TWICE
not enough
like really big
so big they reach the leaves
so it looks like theres more trees but its just a bush
a 2d tree texture would also work
I thought of that too but idk how to really make it
is it possible to have different textures in one object?
you can select different textures per object if thats what you mean, if you mean like multiple stitched textures no, but you can use just one massive texture image for it
or split the mesh into different models
how can you open tm maps in Trailmappers? Like how would I modify an already existing in-game map?
you can't
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
so how do I know what coordinates to place stuff at?
you can use the velociraptor mod to get coordinates
use altitude instead of the y coordinate though
alright thanks
i usually use velociraptor to get approximate coordinates and then trial and error until i get the precise position
this works very well for "upgrades" where the tmmm map adds detail to an existing tm map (e.g. my Treasure Island Upgrade v2)
why?!?! why those triangles?! where they came from??
model LOD?
ohh maybe i should scale up the object?
not in mappers....the og scale of the object
nope. same situation um
increase poly of it should help
didnt solved 😦
Add an additional polygon in the mesh file somewhere far above the existing mesh.
ridicolas probably will return any day now
making progress, slowly but surely
i dont think i have to ask but...
new york recreation?
yeah
mid 70s to be specific
are you gonna texture the buildings at all? custom models?
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
oh god you used individual scaffolding pfbs for that thing on the right didnt you
nah that's the centrifuge
a developer might've done that idk
officially placed | trailmappers placed
the mini desert shrubs placed around are actually different (simplified) (and dont cast shadows) than the pfb
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
this turned out looking way more realistic looking then I thought it was gonna look like
Nice!
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
iirc that is for importing maps from trailedit
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
It seems this observatory object has no collision? Anyone else encounter this or know how to fix?
Yes it's missing collision on most of it. I think the white dome part does have collision though.
Wait. Trailmappers not lagging is normal?
lemme guess your pc has a lime for a gpu, lemon for cpu, and orange for ram
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
IT IS THAT
thousand??
how tf
i only have a couple hundred and im struggling to open the model menu
I have a couple ten but I think like 4 of them are max vertex limit
if not more
I wonder how much texture contribute to load time
i have a lag spike upwards of 30 sec opening the texture menu for the first time in a session
mine is like 4s iirc
Yeah mine takes actual minutes to load into the menu and then even more minutes to load each folder
That is normal i think atleast its the same for me
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
per-model yeah a rough limit because of vertex limit but across all of the loaded textures and models no limit
I use large atlases for most if not all my textures so I can confirm they do not limit size
if only i had the patience to do atlases
gimme now
also how tf does that work across multiple files
or is it like per object type deal
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
if the atlas is 4k then it good
the atlas itself is 4k
I generally limit my atlas sizes to 4k yeah
It does take a bit because TM initial texture loading is absolute ass
4k textures (few of them though lol) in general load pretty fast
for me a 4k texture (4096^2) took lets say 5s although i think it depends on the filesize for 4k textures alot
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
god save us all
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
the display name of any object is saved in the file... why lol
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?
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
ty
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
often I just make a small change in trailmappers, export, check in-game, and repeat small edits until I'm happy
how does one add textures to imported models?
first load a png into the custom model folder, under 1024 x 1024 is a good spot for no crashing,
select the model and click configure,
press the texture setting and select the image you want
thank you
You could use the sprinkle tool mod to sprinkle a giant amount of objects onto the treasure island and get a rough outline of the terrain
this model is not showing up in game, is it too big?
it may need some time to load, give if a few minutes
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
lol what
"rotate along individual origins" ahh
at this point you can smell the shape of treasure island solely with how many extra pfbs i added
did a little thing with some of my mods
amazing use of that space wreck! and GOD DAMN those cables 🔥🔥🔥
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
Mad max vibes
thoughts on my treasure island update map? ive been working on the grassland for the past couple days
Looks good aslong as them trees aren’t hurting performance
i don't think theyre hurting perf too badly
Btw the prefab with the trees attached to some rocks doesnt seem to impact performance as much as individual trees
can't scale or rotate (roll/pitch) it a lot though
This is only a little experiment to use my mods in the process of actually making a map. So i dont really plan on finishing or releasing this map and thus i dont really need the accurate texture
btw on most maps theres a time during morning where it transitions from green horizon to blue horizon and its very pretty
the further towards morning the darker- and then greener- the sky gets
i would use the replied one for cinematics or basically anything to show off, it just looks nicer
I guess it depends on the vibe, sometimes the classic dusk settings work well
yeah, if its a mid-day shot then i would for sure use the first one. i like the less intense blue
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
frr samee but also with every single rock and bush and other plants
Yup lol
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
Stranded has a lot more rivers and separated islands
sad that i cant add those to existing geometry
Unfortunately
also sad that a lot of the fancier rocks and special grass shapes are inaccessible too
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
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?
When I was making bannerhold I found the moon prefabs make really good natural rocks/cliffs. just a nice texture to look at
Would it be helpful to be able to sprinkle objects based on a "heatmap" which indicates how many objects go where? Or is that just unpractical?
yes
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
No, its only got individual scaling and optional individual offset. The rotation is currently always random on the z axis
But those are certainly features i think would be good to add
Take a look at the array spawning setting in trailedit, might give you some ideas
I also tried to add a snap to surface normal option but that didnt work on first try
Think I’m the only person using trailedit lol
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
Possibly
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.
I ain’t touching the source code, that’s Ridicolas thing to sort whenever he comes back
Yeah, i was thinking to also be able to adjust the starting height and distance the raycasts go, which would enable to make trees be only on land above water or such
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?
Aw
i noticed that too while working on a map, even with them rotated differently
my solution was to scale the tree on the y axis and just place them in the ground, feels way more full
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
Yeah you are using a structure
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
Btw how did you make the camera?
Ah ok because it looked so smooth, i expected it to feel a lot more rigid
It has some smoothing to it via lerp
Ah
Only a small amount but enough to stop the camera being jumpy
if you want a more official flashbulb map look the red-er rock shapes' underside are good for cliffs
i despise that a minigame mod won a mapmaking contest
still high quality mod but grr...
I mean it had maps aswell in the bg
it was more mod than map imo
no hate to terrorsoul, just i feel more of the wow came from cool mod minigame
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
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
Bushes
idk, this doesnt feel that empty
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
i dont think that would do a lot, because there isnt even any fancy grass on here
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
howd you do the cables? looks so cool
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
why isn't my map loading propperly?
have you given it time to let all the models and textures load?
it's been like 20 minutes
can you try reloading the map maybe?
yeah how large are the models?
yes
yeahh then at higher tri counts the game doesn’t exactly enjoy it too well
how many vertices are there? or if you can't check, how large in mb are most of the models?
you can have a maximum of 32767 vertices which i forgot how large that is in mb
oh yeah that's too big, should be around 4-8 maximum iirc
I figured out that the curbs are the biggest problem
lemme check
THE CURBS ARE 6 MEGA FREAKING BYTES
curbs? like road curbs right?
mhm
for a tournament
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
even then you want like less than 0.7 for decent loading times
I'll just reduce the vertices on the curbs
1mb is fine for sp idk about multiplayer or with many 1mb files
ok it'll be for 8 people so I think I might have to decimate it
probably good too for wheel collisions, but do like 3 or 5 for the curve I'd say, and optimize straights which don't need extra verts
no like, 8 files that are 1mb each. distributing to multiple players is not that bad
like the modular blue/gray road parts that are used in danger zone
not in function, this shouldn't affect function if you place each part right. the performance is in loading time and file size as I said
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
Yeah. I split my models up as much as I can to save on performance
I'm making another race track then, this time more formula one style then nurburgring
@fallen oar
oh
flashbulb really had to leave me with ALL of these flat empty cliffs that i'll have to detail FOR them 😭
what map is that?
Only the best map
do i have to learn modelling if i wanna make a map look good?
in some ways yes, but if you're really slick with it, you might be able to get away with it
You can use trailmappers
this is the trailmappers thread
never knew
Also if you want to make really good maps you can use 3d models and blender
I read modding instead of modelling
blender is a 3D modeler, right?
makes sense
get away without using a modeler?
get away without custom models yeah
alrt
so is there anywhere i can get a type of model or would i have to make them?
you could look for free models on sketchfab, a lot of those are too complex for TM though
it needs to be under 32767 faces I think
alrt
ty tho
explain
triangulation may have screwed the model up
the game hates you
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
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 )
copy and paste
@livid wigeon wdym copy and paste? if I will place the custom model into TM its surface would be as rough as tarmac
copy and paste snow prefabs
How do you get stats like that?
Open the map on a json viewer, like your browser
I'm not seeing a summary of objects anywhere, just each objects size/coordination/etc
Correct. Json viewers might display the length of the array
Is there a recommended item limit, or an absolute item limit for maps?
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?
not really but trailmappers starts to lag when selecting more than like 750 objects at once
just don't stack a lot of them on top of each other
lowk i might make my own freecam + coordinates mod for trailmappers
Technically speaking it should be made of triangles but not too many triangles
… I think… (I have no idea, I’m surprised someone who actually knows what they’re talking about hasn’t piped in yet)
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
Thank you very much
the linux experience
That’s through proton? Try the experimental branch, it should render everything correctly
experimental branch doesnt fix it, but it doesnt matter since its just the main menu video that doesnt play correctly
how do I make lights in trailmappers?
the only way is to use objects that have light on them.
- ring of fire
- flamethrower objects
- power core crate
- chest
- lava
there might be a couple more I missed
you can stack lights to create blends of the colors
@swift surge guy welcome to 300+ hours of tedious rock placing
lol
"Middle Finger Island" perhaps?
Finger Island, tell nobody
another picture taken in the dragon autodrome
here's the map if anyone wants to try it https://steamcommunity.com/sharedfiles/filedetails/?id=3486088525
@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
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
i do like the truss towers, they are very well made 🔥
well it was intended to be a map based on the Game and there are no plants but some city's
if the map looks bad when it's forced to be an semi-accurate recreation then i don't think it should be required to be the same
notice how bad the one stretched rock looks right beside a slightly more detailed one
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)
i think i will give the map a complete rework
excellent
