#Trailmappers

1 messages · Page 5 of 1

livid wigeon
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fyi i would start much smaller when starting out

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this is like saying as a first map you're gonna make airborne

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its just silly

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do you want me to provide some references from official TM maps that ive used to great effect?

elder moat
livid wigeon
# elder moat yes please

this island doesn't use an underlying terrain mesh. it's just scaled up prefabs that are well positioned to match up nicely

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cacti can be scaled up and also slightly stretched vertically (up to like 1.5x the horizontal widths)

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savannah trees and bushes are actually scaled around 2.0-2.75x everywhere
on stranded some trees can be much smaller or lowered so the leaves are only poking out of the ground

elder moat
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how would you have done the ground one the map?

livid wigeon
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flat redrock cliffs usually get 2 specific rock prefabs halfway poking out of them.
the flat topped one (i forgot its trailmappers name) can be scaled up and placed at angled ledges to decrease the amount of curve so the decoration cliff rocks can be added
decoration cliff rocks (the 2 types ones) never go on sloped cliffs, only flat ones

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use arches sparingly to denote important areas or landmarks or to signify a path
keep note of the unevenness of the arch and ideally try to center the curve on the path
these can be scaled up almost to any scale as long as theyre roughly 1:1:1

livid wigeon
livid wigeon
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mud areas use mushroom tree and Bushy/mushroom bush
mushroom bush is usually scaled around 0.7-0.9

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and last thing

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the grass rocks that have savannah trees and bushes should always be scaled 2,2,2 to keep the trees and bushes correctly scaled

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most of these things, especially cliff decoration and scaling rules, are mostly just learned by insane amounts of practice

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some examples of my latest work that uses only redrock prefabs as a base, or only desert prefabs to make entirely custom islands/cliffs

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tbh, less is more when it comes to # of prefabs if you can get away with it

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notice how in example 3 there are only like 10 rocks

elder moat
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and 360 in Trailmakers

livid wigeon
elder moat
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thank you for the tips, i will try myself tomorrow on some.

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can i ping you if i have more questions?

livid wigeon
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at one point i had 96h past 2 weeks

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that was at the peak of me working on maps

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i think it was around 40-50h past 2 weeks in mappers

elder moat
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can you send a link of a map you have uploaded?

livid wigeon
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oops
(5 hours)

elder moat
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wait i have been told that you cant make custome water

livid wigeon
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trail ocean is spawned outside of stranded

elder moat
livid wigeon
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usually around 5000 or 10000 is safe for maps

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but the water waves pass straight through custom stuff

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so youll have really extreme waves going through your map's coastlines

elder moat
livid wigeon
elder moat
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i wanted to build a cliff side road that is really long that you can drive for few minutes ore that goes in a big circle

livid wigeon
livid wigeon
# livid wigeon

image 3
see how the redrock cliffs are covered with desert prefabs? looks really really good and official imo

elder moat
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would you use the Trackmaker mod for the roads?

livid wigeon
elder moat
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one last thing how do you edit "official" maps

livid wigeon
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im not editing or removing anything thats already there

elder moat
livid wigeon
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and then i can just reexport many times while flying with Fly Mod (fly mod keeps my position) and iterate on rotation/scale/fine-tune position

inner nacelle
elder moat
inner nacelle
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I used scaled power core crates to give the water a semi-transparent surface. I also added some simple water physics. You'll find it in my Velocity Island map when you load it into Test Zone.

blazing harbor
spring oracle
blazing harbor
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Wuh

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Is this some coding stuff

spring oracle
blazing harbor
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🥀

vocal oracle
livid wigeon
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you can open the setting cog menu thing of the object and set its fine tuned position

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in trailmappers settings you can setup step values and bind so for example you can increase scale by 0.1 every time

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and theres camera controls so you can get up close to objects

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and you can bind the fine adjustment thing so you can more finely tune position or whatever (no shit)

elder moat
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@livid wigeon would you say this is better, and do you have any improvement ideas?

livid wigeon
elder moat
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it is build out of multiple flipped concrete walls in a strait road piece

livid wigeon
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my only issue with it, and this is pretty minor, is that usually little bits clipping through the main decorations look kinda bad

elder moat
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why wont it show me my saves?

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and now it wont stop loading😭

knotty lily
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Make sure your Saves folder isnt empty

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Its in Documents/Trailmappers/Saves iirc

elder moat
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it is not empty but if i create a new map and save it, it will not get saved

elder moat
knotty lily
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Ok cant help you then sry

flint minnow
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i need help

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how do i get custom models in my game???

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(unzipd its not better (its not working aither) so how?)

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gtg pls someone answer till tomorrow

livid wigeon
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fyi the vertex count must be under 32767 otherwise the game will take much longer to import it into the game, and it'll forcefully remove faces/vertices to fit into the limit

unborn niche
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Tbh low poly objects for distant backrounds / unimportant terrain is nice to have bc it loads rlly fast, like i was trying out this lukla map and the altiport itself was overall well dont and then the surrounding mountains were just singular rocks made massive, the mod loaded in 3 seconds on my laptop (not built for gaming)

-# just saying smh

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Also where does one acquire trailmappers i thought it wasnt out yet

lone bane
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when ridicolas comes back i believe he said he'll change it from playtest to normal soon

livid wigeon
unborn niche
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O ok then

livid wigeon
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see [here](#1226065444364877835 message)

unborn niche
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I did

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Crazy ik

livid wigeon
# unborn niche I did

ahh how do i optimize this mod. 9 bare-bones structures is enough to lag my high-end-hosting pc

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are you at all decent with lua, not asking to optimize for me but to just look at my code

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this is the part that lags... i think

unborn niche
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I'm also pretty good at forging discord messages 👍

lone bane
unborn niche
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As well as whatever this was
#blueprints message

livid wigeon
lone bane
livid wigeon
lone bane
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ok then i guess the weight of mechanical blocks doesnt matter that much

livid wigeon
lone bane
livid wigeon
lone bane
livid wigeon
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the ms to update is 995 cause i set the update rate to 1/1 for reading logs

flint minnow
flint minnow
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@livid wigeon

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when its a obj file its getting to a 3D Objekt file and my game is crashing when i open a map

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k its working but why no texture?

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where i need to get in?

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theres the issiu that its not showing ingame in Tm

livid wigeon
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2048x2048 textures with fully setup alpha channel (7.1-8.5mb) take about 4-5 minutes to import into trailmakers

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1024x1024 textures with fully setup alpha channel (~2.3mb) takes about 1-2 minutes to import into trailmakers

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512x512 textures with fully setup alpha channel (~500kb) takes about 15 seconds to import into trailmakers

livid wigeon
abstract sage
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it would be so much better if the server just told everyone to download the mod from steam and enable it than directly send all of the assets over to the clients

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technically even this current solution would be fine, if it wasnt limited to send so little data

versed moat
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If it worked like gmod then yeah that’d be great

unborn niche
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What so everyone has the map/mod and the only thing the host is sharing is player locations? That would be fire

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Wait even better would be everyone broadcasting thier location to everyone

abstract sage
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the scripts would still be exclusively server sided

livid wigeon
abstract sage
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upload it to steam

livid wigeon
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what if the mod isn't done yet

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like what if for every small update I don't want to upload it to steam

abstract sage
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the game could check if the mod is present locally first before checking on steam

abstract sage
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yea

livid wigeon
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and that isn't what I'm talking about

abstract sage
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the game would just check if the same mod is in the client's mods folder

livid wigeon
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as the server host I can update the mod and have it update on the server live

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your solution with requiring steam is that id have to upload it to steam every time I make a change

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rather than just saving the lua file and having it update instantly

abstract sage
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the script could still update instantly

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since it only exists for the host anyway

livid wigeon
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no because you're saying the mod as a whole, which includes the lua, needs to be on steam and have every client download it- including the lua

abstract sage
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yes it would include the lua when you download it from steam
but since the lua is not touched at all on clients, because script functionality is only server side, the only things that really matter are the assets

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which i assume youre not updating live

abstract sage
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so, when you hop on to test, you'd either upload the mod to steam, or send the zip over to the clients who would then put it in their mods folder

livid wigeon
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this just sounds more of a hassle than the current sluggish system

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the random public people I test with aren't gonna or can be sent a zip

abstract sage
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why are you testing with randoms

livid wigeon
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and random public people probably won't know how to install mods

livid wigeon
abstract sage
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well ok i guess

livid wigeon
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plus is good for stress testing complex mods performance

abstract sage
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could the devs at least make it so the game sends more than 2 bytes of asset data at once

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and also remove the server sending the asset data to the client if said client is the host

livid wigeon
abstract sage
livid wigeon
livid wigeon
abstract sage
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tomorrow

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didnt wanna sound condescending

inner lotus
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how do i get water in my custom map?

spring oracle
inner lotus
untold temple
tacit rover
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i recommend dethrone map, altho you have to load it in multiplayer. just make your server 1 person only. you have the most water any map can give you

livid wigeon
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could do -7000, -7000 if you wanted to be further from the center

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on dethrone the map is at 2000,2000 so

livid wigeon
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suggestion: clickthrough >2 objects at any given time (selecting 3 or more unique objects through each other)

elder moat
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is it possible to create a custom mini map?

livid wigeon
elder moat
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any improvement ideas for the bridge?

tacit rover
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reminds me of something i made a long long time ago #shamelessplug

livid wigeon
tacit rover
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nah not really

elder moat
livid wigeon
livid wigeon
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i think you could use those red rock prefabs i told you about earlier because using purely desert prefabs for cliffs looks bad most of the time. besides that, this is awesome!

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the bridge is pure mental illness (it's fucking awesome)

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the other islands out in the water are VERY good

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not too sure about this though 🤣

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i only rotate the desert prefabs either very little or VERY infrequently. it just looks off cause of the "grain" of the rock. but flashbulb sometimes does that too so :/

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there are a couple floating plants here and there, but it's very small and way up out of the playable space so it isnt that critical

livid wigeon
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that dont look quite right does it

unborn niche
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Trailmappers MOBILE?!?!?! 😭

spring oracle
versed moat
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Don’t be a numpty and download that, Trailmappers for mobile isn’t a thing

unborn niche
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Wasn't intending on doing so anyway

blazing harbor
unborn niche
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Wait its possible to import custom objects yes?

livid wigeon
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yuh? no more complex than 32767 triangles or faces

unborn niche
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Nah im just thinking that i could put an offer to the factions of trailmakers so as to re skin the shipping container so that the track can have more sponsors and not just be bland and have 3 different engine companies

unborn niche
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Wait what type of file does it have to be?

livid wigeon
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for textures, .png

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alpha channel in png is roughness, lower = less reflective

unborn niche
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. . .

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sure

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ill be fine trust

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Ight so i've got 2 files...

blazing harbor
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yup

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idk what the mtl is for but it comes with every .obj file

unborn niche
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Im glad that the scale feature exists

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also someone will need to explain to me how applying textures work bc i tried to apply this and theres only blue and no penguin :(

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oh stupid imbeds

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i didnt put a virus in a swear

blazing harbor
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you made the model in blender?

unborn niche
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besides it had 6 faces

blazing harbor
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oh well then i cant really help you

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i only know blender

odd sluice
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You apply the texture in blender to get the UV mapping and then apply the same texture in trailmappers and the UV map should carry over

spring oracle
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one thing that would be cool is to make custom object packs for trailmappers using 3d modeling, like an animal pack with diverse animals, or a nature pack with trees and bushes

odd sluice
plucky flume
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having issues with the textures not working when out into trailmappers, it ends up looking like the blender result

high palm
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Anyone make an Oi Wharf map yet?

lone bane
plucky flume
lone bane
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make sure the UV map is set up correctly as well

plucky flume
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im guessing thats the part that im missing

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so i need to fix the uv- then take that new file into trail?

lone bane
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you're UV is nonexistent XD

plucky flume
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D:

plucky flume
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um so ive got no idea bout that

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for future reference, how?

lone bane
plucky flume
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sweet thank you

plucky flume
lone bane
livid wigeon
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rubber surface also exists maybe

lone bane
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could that just be referring to wheels?
rubber to metal contact or something

livid wigeon
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would be more readable to players

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which this was for

unborn niche
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what about friction pads?

livid wigeon
unborn niche
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i didnt see the date smh

fallen cedar
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i cant make a new map or see my old maps in trailmappers

high palm
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What happened to Isle of Keys? I miss this map ToT

odd sluice
atomic plaza
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it's nesting season

odd sluice
high palm
unborn niche
high palm
unborn niche
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I cant but none the less it would be cool

median beacon
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Are there new prefabs coming sometime in the future? Need melvin

livid wigeon
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they plan on putting more effort to at least maintain the modding api

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new prefabs and bug fixes are most likely going to be the overwhelming majority of that initial update

tacit rover
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we would need to get Rid and Jess to import them into Trailmappers and if i manage to find some time i can try and rip them once i know which are missing and to be added

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altho Rid now actually lives in real life and god knows whether he ll be available

ruby shuttle
austere aurora
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how do I fix the traction problem on elevated maps?

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or maps located on models

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like

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why does the meshes have different grip with normal road?

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and how do we fix that?

livid wigeon
austere aurora
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Noooo

austere aurora
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anyways, here's a cool poster I made on one of the maps

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or tracks

ruby shuttle
livid wigeon
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those textures look pretty good

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can I have that fence please?

austere aurora
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@livid wigeon is it possible to add transparrent png images on models?

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and make it still transparent of course

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and not have a white back ground

fervent sun
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No

austere aurora
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NOOOOO

left latch
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how would I make this not look like the result of a productive friday night?

livid wigeon
livid wigeon
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ridicolas pls fix

livid wigeon
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Some effects show through other objects

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this is part of the power core crate

livid wigeon
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grid doesn't render as far as objects in the thumbnail

median beacon
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for having things on non test zone maps, do you need to move it UP 300m or DOWN 300m?

versed moat
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Test zone is higher than other maps

lone bane
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that will be on the water level on maps

livid wigeon
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stranded is -150?

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gcf is -150?

left latch
livid wigeon
left latch
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ooh

livid wigeon
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i think the game broke

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i cant interact with the vehicle at all

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i cant enter build mode

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i cant repair

digital lichen
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Hi. Im kinda new to this trailmappers part and have some questions. If someone could answer them it would be much appreciatet

  1. How do i upload the map to the steam Workshop?
  2. Is there a trick to easier make roads be connected to each other without making cars bump?
  3. Is there generally some things i need to know to make the map-building-process easier?
  4. Can i presave single things? LIke make a road perfectly connected to a turn and save it so i can just paste it if i want?
knotty lily
digital lichen
knotty lily
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No they are still mods inside Trailmakers but are made with Trailmappers in mind.
The sprinkle Tool generates a Trailmappers compatible save file that can easily be integrated in your map
The RoadTool generates custom meshes which you can generate around your trailmappers map and then import them to trailmappers

digital lichen
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Ookaay? Is there a tutorial somewhere available? 🫣😅

knotty lily
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Not for my tools in particular but for the entire map creation process i believe so

digital lichen
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Kk. Thx. I’ll see if I manage to use it

knotty lily
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If you have any questions feel free to ask

digital lichen
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Alr. Thx a lot

digital lichen
knotty lily
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The RoadTool is just another Trailmakers Mod like the ones you would download from the workshop, the only reason you cannot download this one from the workshop but have to do it manually is because workshop mods are handled a bit differently which restricts their functionality a bit

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You will have to unzip the folder and place it in your mods folder.
The mods folder you can find in the sesssion options by clicking open mod folder

digital lichen
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i see

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alr. Ill give it a try rq.

digital lichen
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Do i need to do smt else?

knotty lily
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Can you show me your folder structure?
It should be mods/RoadTool/ and then you would have the files like the main.lua

digital lichen
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And inside the roadtool folder is another folder with the same name. It extracted that way

knotty lily
digital lichen
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Ah yes now it works. And now? How do i make a road?

knotty lily
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Once the mod is enabled go in trailmakers and press G to add a point to the road, after 3 or 4 points it should show a preview of what the road will roughly look like when exported

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You can use the mods ui to export the obj

digital lichen
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k. So i just add points and then command it to generate a road and voila?

knotty lily
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Yup pretty much

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The road tile will be exported to /mods/RoadTool/data_dynamic_willNotBeUploadedToWorkshop

digital lichen
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And itl just generate a road in one piece without any lags in the ground? Can i edit it in trailmappers afterwards?

knotty lily
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Oh and texture

digital lichen
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Oh. Thats wucking genius. Ill just have to try it out rq. I need it to create a more interesting Great Carrier Reef Map

knotty lily
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Play with the values inside the mod ui a bit to get the result you are most happy with

digital lichen
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kk. I just made a road line with the points but my game crashed. If i generate a road and start a second part of it, will it connect?

knotty lily
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Yeah but it wont completely curve with the last point of the last road segment
The road surface should still align with the last segment

digital lichen
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Oh. Well thats unfortunate. But good enough. If not ill just fix it by adding another road inside the road in trailmappers. This is fribbing awesome. It makes building a map so much easier. Thx a lot!!

knotty lily
digital lichen
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kk. Noted. Im suprised my PC couldnt handle it. Isnt that weak actually.

digital lichen
knotty lily
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You will need to open the custom model folder from Trailmappers

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It should be located at Documents/Trailmappers/customModels

digital lichen
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Alr. Ill check it out later on once i actually do have a road

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Smooth

knotty lily
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Adjust the snapping distance to be the same as the snap start height, and the road wont snap to ground that is below it

digital lichen
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Ah. It can snapp to the ground. I like this mod more and more

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Idk how this happend. Nope. No idea. Definetly not

knotty lily
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lol

unborn niche
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For roads that is

livid wigeon
# digital lichen Hi. Im kinda new to this trailmappers part and have some questions. If someone c...
  1. there is Coordinate System for Trailmappers which shows trailmappers coordinates in trailmakers, so you can position stuff relative to existing things easier
    there is Fly Mod, which lets you keep your current (flying) position after exporting a map
    some notes:
  • if you want to build maps in the same style as the pre-highseas maps, copy as much as you can from how flashbulb does things
  • don't scale things too much on any axis (i'd say 3,3,3 is the limit, and 2,2,2 for the "desert" objects)
  • you can export a map while it's enabled in trailmakers and it'll live update
livid wigeon
# unborn niche For roads that is

or you can just measure how long each piece is and then precisely modify the position in the object config so its literally perfect

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^ this is what i do for scaffolding

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and speaking of, i'd recommend start it at completely round positions (e.g. 102.0, 52.0, 33.0) so you can modify the values easier, and THEN move it into place

digital lichen
livid wigeon
digital lichen
# livid wigeon 3. there is [Coordinate System for Trailmappers](<https://steamcommunity.com/sha...

A coordinate system definitely would come in handy. I found the stuff out until now by making a change, save, export and check with both games open.

I do want to build in the same style but I also don’t intend on adding too much. It’s just that the great carrier reef map doesn’t feature all that much roads. So I want to add a road somewhere around the island where I usually don’t fly or swim. And some objects midair to make the deathbattles with my friends more difficult

digital lichen
livid wigeon
livid wigeon
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to perfectly chain the blue/gray straight road pieces is 36.615

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e.g. if you have one at x 0 then the next piece goes at +-36.615 and itll be PERFECTLY lined up

high palm
unborn niche
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Cool

fallen cedar
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guys

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my trailmappers is broken it doesnt work

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i cant create or open maps

knotty lily
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Verify integrity of files

white kindle
jagged prairie
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new to blender. cant figure out how to get the colors/ textures to appere in trailmappers.

livid wigeon
jagged prairie
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what do u mean

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it just says no texture

livid wigeon
lone bane
jagged prairie
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thanks for the help. the texture in blender is like 3 things how can i make it one thing

jagged prairie
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nevermined i figured it out. Thanks

blazing harbor
jagged prairie
#

is it possible to make your custom model have a different material. like asphalt or sand or somthing.

jagged prairie
#

dang

lone bane
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using boat race is kinda genius...

livid wigeon
unborn niche
odd sluice
livid wigeon
livid wigeon
unborn niche
livid wigeon
spring oracle
livid wigeon
#

intense water waves = hard mode

spring oracle
livid wigeon
odd sluice
livid wigeon
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oh god

odd sluice
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Especially multiplayer

spring oracle
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multiplayer with water disturbing the race would be great

livid wigeon
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hook up a motion rig to TM as well :D

odd sluice
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Your in the lead, nothing can stop you!!! Then suddenly your hit by a wave and all second place hears while roaring past you is "FUUUUU..."

livid wigeon
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literally melted

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actually that could be interesting

spring oracle
odd sluice
livid wigeon
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mfw the entire road is blocked by a wave heading towards us

spring oracle
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you can have a half of the track which is just low speed corners that is also submerged with negative buoyancy

livid wigeon
odd sluice
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I'm working on it

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I'm also working on a system for aerial rings

livid wigeon
spring oracle
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i have a feeling those will take a bit to be finished

odd sluice
livid wigeon
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50 box triggers for peak circle collision

livid wigeon
spring oracle
livid wigeon
odd sluice
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So that my auto detect script can get em instead of needing to exclude the the TM prefab from decorating

spring oracle
unborn niche
livid wigeon
atomic plaza
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So: I’m getting back into mapping (for real this time) and I’m in the early development stages of making a spiritual successor to my last map (my it rest in permanent hiatus) Stunt Track.
I’m currently testing different possible map elements and hazards and only have a rough idea of what the layout will be.
While I’m still early in development I’d like to ask anyone who liked the previous map I made or has any interest in this:
What would you want in an ideal stunt race setting?

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When I say stunt race, think most any HotWheels game (though especially Velocity X), so jumps, inversions, and explosions

livid wigeon
atomic plaza
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Yes they are, I could make them do damage too. Possibly by using the lava prefab, warrants investigation. If that doesn’t work I’m sure there’s someway to code damage over time

inner nacelle
lone bane
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hmm this model seems perfectly optimized

livid wigeon
blazing harbor
#

verticenado

livid wigeon
# odd sluice

1 rotation and all of the vertices rip apart and theyre all scattered everywhere

river slate
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how do you apply multiple textures to one model in trailmappers?

livid wigeon
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its a limitation of trailmakers modding

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1 texture per custom object

river slate
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so how are most custom models done then?

livid wigeon
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like an atlas

river slate
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I see

river slate
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how would I go about fixing this?

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(only happens when you get a certain distance away from it)

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if this is a dumb question I apologize, I have no prior experience in 3d modeling

livid wigeon
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it doesnt need to be connected to anything

river slate
livid wigeon
#

actually, how far away did you make the vertex be?

river slate
#

I made it a fair distance off, but I'll try further and with it being above it

livid wigeon
#

and further isnt gonna help

#

1000m is all youll ever ever need

river slate
#

alright

river slate
livid wigeon
#

also make sure that youre actually updating the model in trailmakers

river slate
livid wigeon
river slate
#

Yeah i'm aware

#

just making sure

livid wigeon
#

trailmappers hot reloads models and textures for itself but it doesn't get automatically reloaded into trailmakers, but exporting it transfers the updates even if no objects have been modified

river slate
#

I used the node wrangler addon for the textures, and I've noticed now that the effect is only happening on one side of the model now

#

the problem must be related to the textures

river slate
#

Well, I think I've tried just about everything, and I just can't seem to be able to get rid of it

inner nacelle
livid wigeon
inner nacelle
lone bane
#

yeah i usually just use a quad it works fine

river slate
#

I believe the problem is related to the textures, I'm just not sure how

#

because messing around with UV unwrap somehow fixed it on one side

hoary girder
#

I saw the update for texture but how do you use them on your maps and where do you get custom models?

odd sluice
livid wigeon
#

it was still working like normal otherwise btw

lone bane
livid wigeon
#

but it didnt update models when modified

#

and blender has frozen btw

#

im so cooked

livid wigeon
#

ill try one more time before i afk

#

ofc now it works

#

it got ONE model load and then after trying to update it, it died

livid wigeon
#

god dude it uses 6.5gb on the main menu! thats what it uses NORMALLY

#

ok i cleaned out my gigantic fuckin custom assets folder and now its only 2gb in editor

livid wigeon
tardy cypress
#

anyone know how to make models not be invisible from one side?

knotty lily
#

You need to draw the faces from both sides

#

Trailmakers does not have backface culling

knotty lily
inner nacelle
inner nacelle
vivid laurel
#

oh before i forget are you using the old dynamic time or the new one

vivid laurel
#

also there are assets that are not being sent with the subscription

#

@shadow path you ought to check what objects are actually supplied with the map , it hasnt loaded all objects

shadow path
vivid laurel
#

oh yea it does im still not done

#

when trailmappers gets support by the devs i think theyre gonna swap out obj support for native unity prefab support

#

those should in theory be faster since you convert less

#

(its how rocketleague handles modding i think , also uses unity)

#

also, would you be up if i developed a mod akin to midtown madness' cops vs robbers that one can load ontop of this map

shadow path
#

Indeed!! This will be awesome addition 😍

vivid laurel
#

aye, ill see how much i can add then, cuz this is no small map

fervent sun
#

trailmappers is never gonna get official support btw

vivid laurel
#

altereghost you and your crew made a literal beamNG map and i love it hella

#

i just finished looking through the entire map

#

idk how many objects this uses but ill try to use none if possible for the gamemode

#

(devs when do we get gamemode support for arbitrary maps, i think dethrone could suit this one)

pallid wing
# shadow path another map dropped https://steamcommunity.com/sharedfiles/filedetails/?id=35554...

i love this map, it's HUGE!
well done!!

I love the Mcdonalds and the gas stations around the map, some of the custom models look amazing
one thing i don't like might be that the map is just too big that some places are missing details. I'd say there are some hotspots around that have amazing details and some areas that are just empty. I'm guessing this is to keep things optimized (idk much about making maps, especially with custom stuff) but yeah
the twisty roads are great and i like how you made the airport terminal

spring oracle
#

i kind of want to make spa in trailmakers

unborn niche
#

It would be cool asf to have eau rouge

lapis dirge
lapis dirge
#

It would be preferred if it focused once the mouse has been released

shadow path
spring oracle
inner nacelle
shadow path
spring oracle
hollow quartz
#

I am hyped to see the finished version, love Spa! ❤️

vivid laurel
knotty lily
spring oracle
spring oracle
vivid laurel
#

-# looks like the line your average E rank gran turismo lobby player takes

blazing harbor
#

I thought you were making a Spa not spa

#

like the water kind

unborn niche
#

Peak map idea just dropped

hoary temple
#

Hey, Is someone down to colab with and wants to make a map with me?

lone bane
unborn niche
#

We just dont have a sand prefab 😭

vivid laurel
#

Is anyone ready to help shoehorn the Position node system of revolt 1999 into a trailmakers mod for use of configurable races with stable positioning system and/or distance to next player in trackoriented distance

#

fortunately theres not too much on it but the editor they use is absurdly in detail

granite vine
#

Why are custom imported objects so reflective? is there anyhow anyway to to cahnge that?

knotty lily
#

The alpha value of the texture controls the shinyness of the object

granite vine
#

uhhh tell me in laymans terms. i used jsut a regular png texture. how do change the alpha value?

knotty lily
#

Alpha channel = transparency of your texture.
Make your texture be transparent and your object wont be reflective

granite vine
#

aha. recommend any software that can do that?

knotty lily
#

Any image editor like krita, gimp or whatever else one might use

granite vine
#

hah fair enough. my ahh made the textures in paint lol

knotty lily
#

Paint should also work, as long as you can make your pixels be transparent

granite vine
#

wait paint can do that?

knotty lily
#

Id be suprised if it cant

granite vine
#

u know mspaint right? im not seeing any option for transparency lol

knotty lily
#

Dang.
Microsoft amiright

granite vine
#

hah i mean that tool is like 12 years old now? paint.net did the trick tho

#

guessing no, is there also a way to make the surface look rougher? it still looks perfectly smooth

knotty lily
lone bane
versed moat
#

Paint.net is the way, I’ve been using it for 10 years atleast

granite vine
#

either way this is good enough for me lol

#

wait, but does that mean you cant have textures actually be see through?

knotty lily
#

Yup

#

But that might change in the 'near' future

granite vine
#

trailmappers still getting updated?

#

anyways, what yall think of me map?

prime rose
#

Hello any reason as to why a custom model is visible in the map editor but not visible in game

lone bane
prime rose
#

Any reason as to why the game fails to load the mesh though

#

Like the game tells me that its failed to load the mesh

odd sluice
#

could be a bad file or it could be way too complex LOL

prime rose
#

Wow

tacit rover
tacit rover
#

that should be within the loadable limit, must be something up with the export or the mesh itself

knotty lily
prime rose
#

How do i release an update to a map ive already put on the workshop

knotty lily
#

Go to the ingame workshop and search for your map. Select it and there should be a option to edit it

prime rose
#

Thank you

uncut minnow
#

idk what to do to fix this both textures on the charred tree and charred tree stump are broken in game but are fine in trailmappers

inner nacelle
uncut minnow
#

what happened to the dev of trail mappers?

knotty lily
#

he lost his interest in modding trailmakers and also rarely is online anymore

uncut minnow
knotty lily
#

i have gotten access to the project today and will take a look at it next week

#

i do not guarantee that i will do anything tho

uncut minnow
#

thats awesome do what you can and if not its fine you tried your best thats all that matters

#

i do want to see you succeed! coolvin

odd sluice
#

It would be nice. I had started on a replacement tool but if we have the actual code that would work alot quicker LOL

lone bane
glossy acorn
#

A bugfix patch is desperately needed. It has cooked itself to the point where OWP doesn't even load in the editor, and crashes on a friend's PC as well. All pointers on my end suggested that it was an issue with Trailmappers and the AMD gpu driver but now its crashing, in a different way, on Slushies PC which has an Nvidia card.

#

Its just cooked. Working on OWP is pretty much impossible now, been super broken since the December patch last year.

knotty lily
austere aurora
#

Would really help in optimizing

knotty lily
#

Thats not something trailmappers can add, thats a limitation from Trailmakers

austere aurora
austere aurora
#

And there is also one in trailmappers

knotty lily
#

Yeah but not custom models

austere aurora
knotty lily
#

Player made models are loaded differently than the in game models

austere aurora
#

Awww

#

So sad

lone bane
austere aurora
#

@devs do something

#

Jk

#

But honestly it would be cool to have it

#

Especially for these

#

How about adding the ability to change the transparency of a model?

tacit rover
#

they were discussing with the community about changing that a while ago. dont know how they progressed tho

#

it would break a lot of existing maps tho

noble star
#

how does mappers knows exacly where to place stuff to an iland like danger zone?

blazing harbor
#

thats the fun part

#

you dont

deft mango
#

From what I've seen, I'm guessing glass isn't possible in trailmappers? Just see through material really. I don't think I've ever seen a map with it so that's what I'm guessing

inner nacelle
deft mango
#

I see

quasi hollow
#

I wanna make a giant map (as in as big as the world border), but before i start i wanted to know if its viable (or if it would be too laggy, etc.), and how should i go about making the ground itself? Any way to make a custom mesh or sth? I played around with the tool for a bit, but havent seen too many options. Also, how do spawnpoints in this work? Do i need to use a normal map for those to work? Or is testzone ok? If testzone, how would one select spawnpoints? And are there any pro tips/tricks i should know?

noble star
# quasi hollow I wanna make a giant map (as in as big as the world border), but before i start ...

making a map too big can cause some lags and a long duration on loading (specialy with custom assets)
you can only have 1 spawnpoint, and can be rotated with only 1 axis, the direction it faces is the direction of the spawn
you can use any maps but have to deal with test zone from trailmappers
heres a tip, if you want to make a map for other than test zone, start both trailmakers and trailmappers:
in trailmakers, go in sp in the map you want and make sure to enable your mod and your map
in trailmappers, when you want to update your map, click on the menu top left hand corner and click export, it will automaticly update the map in trailmakes
make sure to save everytime you export, sometime you can't move the spawnpoint.

#

i awnsered to only what i know

quasi hollow
# noble star making a map too big can cause some lags and a long duration on loading (special...

thanks a lot! is the 1 spawnpoint issue a trailmakers or a trailmappers limitation? if trailmappers, then worst case scenario, i just go and add multiple spawns myself. it just feels like the normal maps are way too empty (or way too small for the world border that they have), with the exception of the space sector, although that has the issue of being in space, with no atmosphere, no ground, and no gravity

noble star
#

you can only have 1 spawn point as i said i think

quick timber
#

I have begin making a rather large map full of lots of different things including a hunt for different kind of chirpos in cave a (maybe more) custom f1 tracks (confirmed with a f1 nerd to likely be good) and more

lone bane
#

but remember exporting from trailmappers always overwrites the lua file so, maybe do it near the end

noble star
knotty lily
#

You would need to handle all the spawnpoint logic yourself

lone bane
deft mango
#

would it be possible to make a custom dethrone map?

quick timber
#

You could build a map around the one that’s already there

deft mango
#

yeah, but would it be possible to make another map altogether with the dethrone game mode

lone bane
#

yeah

noble star
quasi hollow
inner nacelle
tacit rover
prime rose
#

Question:
If i make a map on trailmappers then use track creator plus mod in trailmakers to layout tracks,

  1. will i be able to save the version with tracks
  2. will i be able to edit the version with tracks on trailmappers later
knotty lily
#

track creator plus saves its tracks in a different format than Trailmappers saves its maps, you can probaply "translate" the trackcreator save file into a compatible format for trailmappers but this would probaply be a very manuall process unless you write a little script that does this for you.
But i dont actually know much how trackcreator handles saving tracks so best ask @inner nacelle

prime rose
#

Thank you

noble star
#

how do i upload maps on the workshop

last viper
#

any tech support goats in here, having trouble uploading my map

knotty lily
#

show your mods directory and ensure that its spelled right in the upload form

last viper
#

still dont know if it will upload x.x about to test

knotty lily
#

I believe the directory you have enterd is wrong, show a image of what your mod folder is called and make sure it has a main.lua file in it

knotty lily
#

yup thats incorrect

#

you need to press "export" inside of trailmappers (top left)

#

then inside of trailmakers go to the session settings and press open mod directory (atleast i believe thats what that button is called) there should be a folder with the same name as your map there

last viper
knotty lily
#

have you opend the mods directory from inside of trailmakers?

last viper
knotty lily
#

ok then it might be that there are empty spaces inside of the folder name im not sure

#

or the '

last viper
#

so cut them out, save and export and try again?

knotty lily
#

yes

last viper
knotty lily
#

have you tried forwards slashes? or entering the entire path?

last viper
knotty lily
#

alr idk then

last viper
#

man I spent 70 hours on this I aint giving up now CatScream

knotty lily
#

maybe someone else can help you. you could also ask in the general modding channel, as its not a issue related to Trailmappers

blazing harbor
#

show the mod folder

knotty lily
#

has been resolved in #1140936220487192587

blazing harbor
#

alwe

lone bane
#

is there anywhere i can find a list of prefabs that emit light?

inner nacelle
lone bane
#

why does pioneers have these weird shadows high up 😭

lone bane
#

honestly might work fine

breaks up the funny tiling effect of the ground texture

deft mango
#

doesn't even look like TM anymore with that lighting and that map

lone bane
lone bane
lone bane
#

if only there were actual clouds

tardy cypress
#

does anybody know a fix for trailmappers being stuck on loading? ( ive tried removing most saves from the folder and it still wouldnt load. Ive also reinstalled it and replaced the new save and model folders with my backup folders. Im wondering if it could be an issue with them but im not sure )

#

alright ive done some testing and completely replacing the maps folder without any of my maps fixes it, however if i add any of my old ones it just stops working. So im pretty sure they all got corrupted or something idrk

prime rose
#

Anyway to get trailmappers working on linux?

knotty lily
#

works without issue here

#

try the proton hotfix branch

prime rose
prime rose
#

Nope it doesnt launch

#

did it work out of the box for you or did ya have to do some linux trickery

#

Okay it worked, had to force it to use proton hotfix

#

Thanks alot

#

Okay sorry, last time im pinging you @knotty lily
Where does trailmappers save its maps cuz its not in documents and i cant find it either (linux)

knotty lily
prime rose
#

Thank you so much

lone bane
#

you guys have any ideas on some structures i could put around the map? idrk what to put

all the white is forest areas
map is based on a southwest portion of georgia

prime rose
#

Settlements

#

Dried up lake

#

Old quarry

deft mango
quick timber
#

And a tall track in the big forest in the south east

knotty lily
spring oracle
lone bane
knotty lily
#

A fire lookout tower would also be cool

knotty lily
lone bane
#

i do mainly want to include some more strategically important structures for some custom missions i could make in the future

knotty lily
#

I see

spring oracle
lone bane
spring oracle
knotty lily
unborn niche
#

Or a gas station idk

#

Bush landing strip could be cool

#

Or a go kart track trust

knotty lily
#

lol a go kart track could acutally be sick

quasi hollow
lone bane
prime rose
lone bane
lone bane
blazing harbor
lone bane
merry kite
#

is it possible to import custom models into trailmappers?´
I wanted to make some tracks in cad then import them into tm

merry kite
#

oh well I'll be damned anyway

#

what do I need to do?
also, I wanted to add texture to it, but it can be the a basic repeating texture and/or solid color

lone bane
# merry kite what do I need to do? also, I wanted to add texture to it, but it can be the a b...

go to trailmappers and go to the custom model tab. you can click the folder button on the right and it will open the directory where you will place custom models as .obj and a texture as .png. you can drag the model from the menu to wherever you’d like and assign the texture through the configuration menu.

trailmakers itself has some wonky limitations tho:

  • models can’t be more than ~32k tris, even just below that can still crash or take absolutely forever to download.
  • textures can’t be too big. im not sure if there’s an exact limit but stuff above ~2048x2048 can start to take forever to download, or crash

i also probably wouldn’t recommend a cad software for doing this, as those tools don’t typically generate models that are well optimized for game use. i usually use blender for a lot of my stuff

merry kite
inner lotus
#

How many verts should I have in my map model?

woeful fjord
#

I'm designing a space salvage retrieval map for a yt video, but either when I spawn the map in, or in a few repairs and backspaces, my creations stop working. They become static and unsuable, and can't enter build mode. I've used Trailmappers multiple times before, and haven't had much of this issue. Is there anything I could be doing to make this not happen, or is it just bc I have a few objects with physics(salvage)?

lone bane
#

when a single inconspicuous model decides it wants to freeze up my game on loading
i love the API

im genuinely so confused

blazing harbor
#

happens all the time

#

i have had to scrap atleast 5 models i worked on for like 4 hours bcs it just didnt want to load

lone bane
lone bane
spring oracle
quick timber
#

Add your trailmakers then to that

ruby shuttle
timber gate
#

What exactly am I meant to link to in the import dialogue? No matter what I put, it always returns "file does not exist"

knotty lily
#

I believe the import dialogue is for trail edit maps

#

To import other trailmappers maps just create the trailmappers save structure in the Documents/Trailmappers/Saves folder

#

If you want to import a map that you only have the mod files from you will have to manually recreate the trailmappers save structure by copying the map.json to a propper save folder in Documents/Trailmappers/Saves

timber gate
#

Ah perfect, that did what I needed. Thank you!

uncut minnow
#

@knotty lily any news on if you are still working on trailmappers update if even possible

knotty lily
#

Im currently a little busy but i do plan to update trailmappers this year still

unborn niche
hoary temple
knotty lily
hoary temple
uncut minnow
#

trailmappers be like in its decaying state

hoary temple
#

While im here, is there anyway to make an object that has no collision but still interacts with hoverpads?

tacit rover
hoary temple
tacit rover
hoary temple
prime rose
#

Is there a good desert map

#

Large one preferably

rancid temple
#

There is a big desert in Community Map

elder moat
prime rose
elder moat
prime rose
shell heart
#

I needs help, trailmappers has decided that it wont let me create or edit any maps

inner nacelle
merry kite
#

is there a way of adding light-emitting objects, or jut light sources?
the only assets on trailmappers that emit light aren't too effective

#

if not by using trailmappers, is there another tool that could do it?

versed moat
#

Nope, can only use objects that emit light

#

Like the scrap, the power core etc

merry kite
#

damn, that's unfortunate, but oh well
thank you!

merry kite
#

is it possible to change the surface type on a custom object?

spring oracle
merry kite
#

not even outside of trailmappers?

knotty lily
#

Not yet

#

#1140936220487192587 message

merry kite
#

I'll keep an eye open for that
thanks a lot!

versed moat
prime quail
#

is there any way to change the material of a custom object (I mean so it is more gripy or like sand)?

knotty lily
#

Nope not yet

#

#1140936220487192587 message

prime quail
knotty lily
prime quail
tacit rover
prime quail
tacit rover
merry kite
#

the grip on custom objects is really weird, feels more grippy going forwards/backwards than laterally (because of that you get too much rolling resistance)

#

if you want a surface that behaves like asphalt/concrete, use the normal objects on trailmappers made with those materials

lean badger
#

it's determined by the alpha channel

merry kite
#

tf is an alpha channel

#

ah it's a blender thing, isn't it
I don't use it

lean badger
#

transparency

#

argb

#

so transparent textures will be matte instead

spring oracle
last viper
#

Might be too deep into ts baffled

last viper
high palm
last viper
hoary temple
#

Its like an addiction

finite stream
high palm
median beacon
#

my model no worky
how fix

tacit rover
#

if it is already low poly sometimes just exporting again or removing loose vertex fixes the issue, the loader is very much broken and picky

median beacon
tacit rover
median beacon
#

aha, here

#

it says it has 8.4k faces

tacit rover
#

thats a lot for trailmakers

#

and it may be flawed in some way, you can dm the model to me i could attempt to fix some basic stuff, ive got some time on my hands rn

median beacon
#

thank you, i will send shortly.

lean badger
#

Is it possible to make transparent materials?

knotty lily
#

Nope

finite stream
lean badger
#

I mean making part of an object transparent

finite stream
lean badger
#

oh

#

trailmappers limitation or trailmakers?

finite stream
lean badger
#

i guess same applies to light emitting materials?

spring oracle
lean badger
#

Pretty self explanatory issue, i have all devices disconnected except for keyboard, mouse, and reverb g2

#

nevermind closing and reopening fixed it

lean badger
#

Is anyone else able to load objects around 2k tris?

#

I have a map with a single custom asset with 2k tris and the game just crashes

lone bane
spring oracle
#

Sometimes that fixed it for me

lean badger
#

I'm not makint it in blender, i just used it to see the tris

prime rose
#

Hello, where does trailmappers store its default assets

finite stream
prime rose
versed moat
#

Trailmappers assets are bundled into the program, they arent just in a folder

prime rose
versed moat
#

Its not that easy because the assets have to be all configured and tuned for trailmappers. Youd need source code access for that and know how to use unity

prime rose
versed moat
#

Yes

finite stream
#

Source code

#

I wish I was better at programing

fervent sun
prime rose
#

I was able to get assets from trailmakers using asset ripper but uh i havent scavenged through it for the ones i need, the new rocks
(Thanks chatgpt)

#

The rocks are literally all i need

mental timber
#

I'm currently building a map and I accidentally spawned the red thing, as you can see in the picture. And it can't be selected or deleted.

inner nacelle
mental timber
#

thanks

inner nacelle
# mental timber thanks

There's a plugin for Notepad++ called "JSON Viewer" which let's you format the JSON file making it much easier to find and delete things like that object.

noble star
finite stream
#

Is it just me or is there recently a problem with spawn points

fiery topaz
#

Oh nevermind I hadn't noticed we are in #1226065444364877835

prime rose
#

Only the server owner spawns where youre meant to on custom maps, everyone else spawns where the default map is supposed to spawn you

finite stream
#

And could it be fixed?

quick timber
#

I don’t think terror soul made trailmappers

prime rose
prime rose
finite stream
prime rose
#

nope

finite stream
versed moat
#

Yeah I'm not the creator of trailmappers

#

That'd be @sly mantle

finite stream
versed moat
#

Yeah

finite stream
#

so i assumed....

versed moat
#

You have to wait for Ridicolas to appear

quick timber
versed moat
#

He's not very active currently

spring oracle
knotty lily
#

I have access to the repo and had promised to do something with it, but i have been a bit busy lately and also dont have much experience with unity.
I will try and take a look into updating the mod script that is responsible to spawn the map and the spawnpoint when i have fixed my pc.

tacit rover
#

At some point i would also like to rip all the assets that are not currently yet in the map maker and send them preferably to someone who can put them in and release it

#

but ive got some important real life school things coming up so dont expect that very soon lol

finite stream
knotty lily
#

No, i havent taken a look at the issue yet

inner nacelle
#

I've been making an alternative Trailmappers custom loader for a while now that I'm planning to release as a kit soon. You can see it in action in the Railmakers City map that we've just released.

Among other things the custom loader kit lets you set multiple spawnpoints in Trailmappers and gives you a UI with those spawnpoints as Fast Travel buttons. When I find some time I'll put up a thread and get something available to download.

hoary temple
inner nacelle
#

Sam's been a great beta tester for it

finite stream
prime rose
inner nacelle
prime rose
#

Id love to try it out on me map

inner nacelle
prime rose
#

Im still a little confused as to how it works but id love to know more

inner nacelle
#

I'll set up thread soon and explain it all in there 🙂

prime rose
#

Im assuming by adding ui you mean an extra ui in trailmakers itself?

inner nacelle
#

Yes in Trailmakers

prime rose
#

Got it, looking forward to it

inner nacelle
#

If your map runs in Test Zone you can also add a custom Tab map image if you want.

prime rose
#

Oh thats really cool

#

Do the spawn points work with it?

inner nacelle
#

no it's just an image

prime rose
#

Its the multiple spawnpoints i really wanna get

prime rose
#

Really cool though

prime rose
inner nacelle
#

~Possibly~ in the next hour

prime rose
#

HOLY SHIT, YES

finite stream
hoary temple
#

Now I feel special because i already worked with it

inner nacelle
atomic plaza
inner nacelle
#

It mods the mod part of the third party mod making tool

simples

finite stream
#

Would there be a way to run trailmappers on Linux?

atomic plaza
prime rose
#

Proton hotfix*

finite stream
knotty lily
prime rose
finite stream
#

Imma look for it

hardy herald
prime rose
#

I think someone is infact working on a replacement

#

The original creator isnt working on it anymore

fervent sun
#

there have been a couple people that have tried to make a replacement, but all of them are currently dead

abstract sage
#

i cant believe they just invented respawning irl

fervent sun
#

the projects

hardy herald
abstract sage
#

necromancy maxxing

hardy herald
#

ahttps://steamcommunity.com/sharedfiles/filedetails/?id=3655342696

#

I just shared both the map and the truck on my workshop

prime rose
inner nacelle
prime rose
#

Highway progress

finite stream
#

everything seems to be mirrored

tacit rover
frosty plume
#

Has anyone had issues with lag when adding hundreds of moveable blocks like shipping containers into one area?

blazing harbor
#

Lets think for a second

prime rose
frosty plume
#

But I was going to make a massive breakable wall out of moveable blocks so was wondering if others are having the same experience with no lag as I am, or if my game can handle it too well for me to notice no change

median beacon
#

what model formats can trailmappers read? just OBJ?

#

how can i get this to work

spring oracle
median beacon
spring oracle
spring oracle
#

weird

spring oracle
median beacon
spring oracle
#

wait qwib :3 is tea?

hard pumice
hard pumice
spring oracle
#

hmm yes

median beacon
hard pumice
#

-# easy to use hehe

spring oracle
hard pumice
#

that's weird