#Trailmappers
1 messages · Page 5 of 1
this is like saying as a first map you're gonna make airborne
its just silly
do you want me to provide some references from official TM maps that ive used to great effect?
most things where intended to be just background filler for the photos of the trampler (The Walker)
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
cacti can be scaled up and also slightly stretched vertically (up to like 1.5x the horizontal widths)
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
how would you have done the ground one the map?
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
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
example of decorated redrock cliff
i'm not sure tbh because i dont normally do that style of map, but i'd probably use desert flat scaled up ~8,8,8 or 12,12,12
mud areas use mushroom tree and Bushy/mushroom bush
mushroom bush is usually scaled around 0.7-0.9
and last thing
the grass rocks that have savannah trees and bushes should always be scaled 2,2,2 to keep the trees and bushes correctly scaled
most of these things, especially cliff decoration and scaling rules, are mostly just learned by insane amounts of practice
some examples of my latest work that uses only redrock prefabs as a base, or only desert prefabs to make entirely custom islands/cliffs
tbh, less is more when it comes to # of prefabs if you can get away with it
notice how in example 3 there are only like 10 rocks
well....
that is crazy, I have only 7 in Trailmappers
and 360 in Trailmakers
i meannnn
thank you for the tips, i will try myself tomorrow on some.
can i ping you if i have more questions?
at one point i had 96h past 2 weeks
that was at the peak of me working on maps
i think it was around 40-50h past 2 weeks in mappers
can you send a link of a map you have uploaded?
oops
(5 hours)
treasure island update is in the works btw, do you want me to forward the comparisons of those?
wait i have been told that you cant make custome water
you can't, you have to hijack another maps water
trail ocean is spawned outside of stranded
how far can you go out before being teleported back?
iirc after 15000 or 25000 on an axis
usually around 5000 or 10000 is safe for maps
but the water waves pass straight through custom stuff
so youll have really extreme waves going through your map's coastlines
but a cliff would be possible
yes, cliffs using the redrock prefabs are actually quite good
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
thing is with redrock prefabs is that the top isnt very smooth so youll need to do other stuff
image 3
see how the redrock cliffs are covered with desert prefabs? looks really really good and official imo
would you use the Trackmaker mod for the roads?
idk man
one last thing how do you edit "official" maps
i just add stuff on top of them
im not editing or removing anything thats already there
do you just place stuff and hope they are in the right place when you load them in?
sort of, i use a mod called Coordinate System for Trailmappers that displays the trailmappers coordinates of wherever you are ingame
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
You can but it's janky. Depends what you want to do with it.
Just as decoration/scenery
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.
Did you use wind to make things "float"
You can add a force to blueprints, no wind needed
Yup
🥀
@vocal oracle starting here
is there any way to make it easier to line up blocks?
wdym blocks
you can open the setting cog menu thing of the object and set its fine tuned position
in trailmappers settings you can setup step values and bind so for example you can increase scale by 0.1 every time
and theres camera controls so you can get up close to objects
and you can bind the fine adjustment thing so you can more finely tune position or whatever (no shit)
@livid wigeon would you say this is better, and do you have any improvement ideas?
looks amazing! is that road one scaled object or is it multiple
it is build out of multiple flipped concrete walls in a strait road piece
my only issue with it, and this is pretty minor, is that usually little bits clipping through the main decorations look kinda bad
it is not empty but if i create a new map and save it, it will not get saved
but us saves under "D:\SteamLibrary\steamapps\common\Trailmappers Playtest\Trailmappers"
Ok cant help you then sry
i need help
how do i get custom models in my game???
(unzipd its not better (its not working aither) so how?)
gtg pls someone answer till tomorrow
it must be an .obj file
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
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
Also where does one acquire trailmappers i thought it wasnt out yet
The storepage will say its not available, but if you click to request to playtest it will automatically grant you access
when ridicolas comes back i believe he said he'll change it from playtest to normal soon
yeah but the entire map was like that
O ok then
see [here](#1226065444364877835 message)
ahh how do i optimize this mod. 9 bare-bones structures is enough to lag my high-end-hosting pc
are you at all decent with lua, not asking to optimize for me but to just look at my code
this is the part that lags... i think
No, i can do scatch kids tho
I'm also pretty good at forging discord messages 👍
(literally 3 nested for loops)
"i think this is the part that lags"
As well as whatever this was
#blueprints message
ye well how would you handle this
oh crap mechanical blocks
am i cooked?
i put biwis most recent workshop plane in the thing and it was only like 4% or 14% shitpost
ok then i guess the weight of mechanical blocks doesnt matter that much
im thinking as a bandaid fix to this, get the length of the blocks list and if that changes then do updates, otherwise don't do anything
anyway does this even have an end i can't see the whole segment
it does, it just skips the other checks. basically if #blocks>=10 then do the laggy shit else just say its too small and end end
whats the point of you looping through SpecialBlocks, are you not able to just make a regular for loop with the length of the array
doubt it would make any real effect to performance but just
idk
maybe
i might try it
its fucking beautiful
the ms to update is 995 cause i set the update rate to 1/1 for reading logs
Thx for the Response but can try to explain ut in a call maybe cuz im Bad in english
@livid wigeon
when its a obj file its getting to a 3D Objekt file and my game is crashing when i open a map
k its working but why no texture?
where i need to get in?
theres the issiu that its not showing ingame in Tm
2048x2048 textures with fully setup alpha channel (7.1-8.5mb) take about 4-5 minutes to import into trailmakers
1024x1024 textures with fully setup alpha channel (~2.3mb) takes about 1-2 minutes to import into trailmakers
512x512 textures with fully setup alpha channel (~500kb) takes about 15 seconds to import into trailmakers
if the same texture is reduced to 64 colors (~5.79mb) it takes about 3:25 to import into trailmakers
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
technically even this current solution would be fine, if it wasnt limited to send so little data
If it worked like gmod then yeah that’d be great
What so everyone has the map/mod and the only thing the host is sharing is player locations? That would be fire
Wait even better would be everyone broadcasting thier location to everyone
the scripts would still be exclusively server sided
this works if the mod is on steam
what happens if it's not?
upload it to steam
what if the mod isn't done yet
like what if for every small update I don't want to upload it to steam
the game could check if the mod is present locally first before checking on steam
for clients?
yea
and that isn't what I'm talking about
the game would just check if the same mod is in the client's mods folder
as the server host I can update the mod and have it update on the server live
your solution with requiring steam is that id have to upload it to steam every time I make a change
rather than just saving the lua file and having it update instantly
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
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
which i assume youre not updating live
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
this just sounds more of a hassle than the current sluggish system
the random public people I test with aren't gonna or can be sent a zip
why are you testing with randoms
and random public people probably won't know how to install mods
it's a good control group for "the (roughly) average player trying out my mod blind"
well ok i guess
plus is good for stress testing complex mods performance
could the devs at least make it so the game sends more than 2 bytes of asset data at once
and also remove the server sending the asset data to the client if said client is the host
singleplayer still uses a internal server thing
this is VERY VIABLE
solution: just dont this one time 🔥🔥💯
that's way too complex for the time that modding gets
when did you edit the emojis in
how do i get water in my custom map?
You code it
wdym
you load it into an existing map with water
alr
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
-5000,-5000 is safe on all maps
could do -7000, -7000 if you wanted to be further from the center
on dethrone the map is at 2000,2000 so
suggestion: clickthrough >2 objects at any given time (selecting 3 or more unique objects through each other)
is it possible to create a custom mini map?
nope, not with the official one that you open with tab
any improvement ideas for the bridge?
reminds me of something i made a long long time ago #shamelessplug
work on those cliffs 🥶
nah not really
@livid wigeon can you give me feedback on the map ? I just finished the start and i will add some more stuff to make it more interesting to look at.
i'll check this out after im done hosting
i sense something
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!
the bridge is pure mental illness (it's fucking awesome)
the other islands out in the water are VERY good
not too sure about this though 🤣
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 :/
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
that dont look quite right does it
Trailmappers MOBILE?!?!?! 😭
No way
Don’t be a numpty and download that, Trailmappers for mobile isn’t a thing
Wasn't intending on doing so anyway
Wait its possible to import custom objects yes?
yuh? no more complex than 32767 triangles or faces
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
Wait what type of file does it have to be?
for models? .obj
for textures, .png
alpha channel in png is roughness, lower = less reflective
Im glad that the scale feature exists
told to send error logs
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 :(
oh stupid imbeds
i didnt put a virus in a swear
you made the model in blender?
If you'd like to help support my channel, please consider making a donation! It helps more than you know : https://www.paypal.me/2kai
IMPORTANT LINKS :
💖 YouTube : https://youtube.com/tutsbykai
🐦 Twitter : https://twitter.com/tutsbykai
💸 Donations : https://www.paypal.me/2kai
🎽 Merch : https://teespring.com/stores/tutsbykai
MORE TU...
nope, but i cant learn how ig
besides it had 6 faces
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
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
I have some asset packs I'm working on but they aren't TM style
having issues with the textures not working when out into trailmappers, it ends up looking like the blender result
Anyone make an Oi Wharf map yet?
is the left side what the actual image texture looks like?
make sure the UV map is set up correctly as well
im guessing thats the part that im missing
so i need to fix the uv- then take that new file into trail?
you're UV is nonexistent XD
D:
here's the fixed file
UV editor > select all (A) > Top orthographic view (numpad 7 or click button) > UV menu (U) > Project from view (bounds)
sweet thank you
how do i change the shininess of the terrain, is it the opacity of the texture?
yes alpha channel controls roughness
rubber surface also exists maybe
could that just be referring to wheels?
rubber to metal contact or something
why wouldnt they just say wheels then
would be more readable to players
which this was for
what about friction pads?
friction pads were not around in 2018 lil vro
i didnt see the date smh
i cant make a new map or see my old maps in trailmappers
What happened to Isle of Keys? I miss this map ToT
Why is there a truck in the tree?
it's nesting season
Seems legit
it crawled up there
I saw this and thought about making the isle of man TT
You should do that
please
I cant but none the less it would be cool
Are there new prefabs coming sometime in the future? Need melvin
most likely in the next update, as frans said
they plan on putting more effort to at least maintain the modding api
new prefabs and bug fixes are most likely going to be the overwhelming majority of that initial update
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
altho Rid now actually lives in real life and god knows whether he ll be available
I have done a small pass based on what some of you requested 🙂
But please jump in #1196793172429394050 if there is anything specific you want!
how do I fix the traction problem on elevated maps?
or maps located on models
like
why does the meshes have different grip with normal road?
and how do we fix that?
you dont
Noooo
Absolutely sick
the colors are absolutely cracked omg
those textures look pretty good
can I have that fence please?
@livid wigeon is it possible to add transparrent png images on models?
and make it still transparent of course
and not have a white back ground
No
NOOOOO
have you already done a proper roughness map
ridicolas pls fix
grid doesn't render as far as objects in the thumbnail
for having things on non test zone maps, do you need to move it UP 300m or DOWN 300m?
Test zone is higher than other maps
move the object -100m down
that will be on the water level on maps
iirc sandbox maps are -50 for sea floor
stranded is -150?
gcf is -150?
whats gcf?
great carrier reef
ooh
wuh
i think the game broke
i cant interact with the vehicle at all
i cant enter build mode
i cant repair
Hi. Im kinda new to this trailmappers part and have some questions. If someone could answer them it would be much appreciatet
- How do i upload the map to the steam Workshop?
- Is there a trick to easier make roads be connected to each other without making cars bump?
- Is there generally some things i need to know to make the map-building-process easier?
- 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?
- Using the Upload a mod feature inside Trailmakers, make sure to switch out the Preview.png with the thumbnail you want your map to have on the workshop
2.not Really. - There are some tools that i have made that can help the map making process
Like this RoadTool:
#general-trailmakers message
Or the sprinkle Tool (which i want to update soon) found on the workshop - No
Ah. Kk. Thx.
Are your tools mods for Trailmappers?
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
Ookaay? Is there a tutorial somewhere available? 🫣😅
Not for my tools in particular but for the entire map creation process i believe so
Kk. Thx. I’ll see if I manage to use it
If you have any questions feel free to ask
Alr. Thx a lot
Wait so they are a mod i need to download from the workshop to use in trailmakers? Or can i extract the zip and start smt in there that layers in trailmakers?
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
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
Just did and doesnt show up. I restarted the game but nothing happens
Do i need to do smt else?
Can you show me your folder structure?
It should be mods/RoadTool/ and then you would have the files like the main.lua
And inside the roadtool folder is another folder with the same name. It extracted that way
Yeah thats not correct, it should only be one folder
Ah yes now it works. And now? How do i make a road?
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
You can use the mods ui to export the obj
k. So i just add points and then command it to generate a road and voila?
Yup pretty much
The road tile will be exported to /mods/RoadTool/data_dynamic_willNotBeUploadedToWorkshop
And itl just generate a road in one piece without any lags in the ground? Can i edit it in trailmappers afterwards?
Yeah it will generate as one solid piece, the only adjustments you can make in trailmappers are scale position and rotation
Oh and texture
Oh. Thats wucking genius. Ill just have to try it out rq. I need it to create a more interesting Great Carrier Reef Map
Play with the values inside the mod ui a bit to get the result you are most happy with
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?
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
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!!
Btw disabling the preview should help a bunch with performance
kk. Noted. Im suprised my PC couldnt handle it. Isnt that weak actually.
And how do i import it from there to trailmappers?
You will need to open the custom model folder from Trailmappers
It should be located at Documents/Trailmappers/customModels
Adjust the snapping distance to be the same as the snap start height, and the road wont snap to ground that is below it
Ah. It can snapp to the ground. I like this mod more and more
Idk how this happend. Nope. No idea. Definetly not
lol
My best tip is to align as many axis as possible, xy and z, the use the hold shift function when moving blocks and get your camera close to make really fine movements to make it just touch ever so slightly
For roads that is
- 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
or you can just measure how long each piece is and then precisely modify the position in the object config so its literally perfect
^ this is what i do for scaffolding
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
I did that. Until blockmantahampta told me about his mod. Seems easier and faster
it's for the official road objects, not the custom mod's ones
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
Is there a difference? I mean the mod custom ones is just a road in one piece. It probably just pulls a road in to a length and some coding aligns it to my points. Is there a disadvantage in using the mod of him?
the only disadvantage is that it doesn't look the same as the official objects, that's all
K
to perfectly chain the blue/gray straight road pieces is 36.615
e.g. if you have one at x 0 then the next piece goes at +-36.615 and itll be PERFECTLY lined up
Cool
Verify integrity of files
@fickle atlas
new to blender. cant figure out how to get the colors/ textures to appere in trailmappers.
have you tried editing the object yet
tell me what "no texture" means
get the texture as a .png, place it in the custom assets folder.
open the settings of the custom object you want and click the texture setting and choose the texture you want
thanks for the help. the texture in blender is like 3 things how can i make it one thing
nevermined i figured it out. Thanks
The object has no texture
is it possible to make your custom model have a different material. like asphalt or sand or somthing.
nope
dang
using boat race is kinda genius...
its a shame theres like 3 of them in the game total
Wait what is it by default
I'm not entirely sure. I don't think it has a material since it doesn't have particles. I could very much be wrong
metal
it seems like metal but sometimes wheels make dirt sounds, sometimes they don't
So good tyre traction?
probably
genius, never thought to use existing race island races in combination with custom tracks
god forbid water waves be on
intense water waves = hard mode
yeah, to get the fastest times you would need to calculate when you want the water to raise
neut would faint at the thought of rng racing
Why does that actually sound really fun
oh god
Especially multiplayer
YES
multiplayer with water disturbing the race would be great
make blocks be really buoyant or really negative buoyant too so if you hit water you just die
hook up a motion rig to TM as well :D
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..."
or the horror of clang as you get absorbed as part of the road when the negative buoyancy kicks in
literally melted
actually that could be interesting
Underwater corners with negative buoyancy would be awesome
You know we need to have wave tracks in kartmakers now right...
mfw the entire road is blocked by a wave heading towards us
you can have a half of the track which is just low speed corners that is also submerged with negative buoyancy
boost pads 🪦
use the official checkpoint prefabs fr
i have a feeling those will take a bit to be finished
Oh I was designing rings LOL
50 box triggers for peak circle collision
the yellow rotating squares ring shape racing checkpoint prefabs should do you quite well, sir
you fly in such a way to trigger 5 at once and finish the race in one checkpoint
this sounds like an amazon item name
So that my auto detect script can get em instead of needing to exclude the the TM prefab from decorating
neut get on ts
yeah
catapult prefab
catchapult*
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?
When I say stunt race, think most any HotWheels game (though especially Velocity X), so jumps, inversions, and explosions
kart racing
racing using the water waves as a hazard on the road
Flame throwers are cool
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
Load the Daisy Circuit map mod into Treasure Island and make sure waves are on. Had a lot of fun with that a while back.
hmm this model seems perfectly optimized
I agree
verticenado
1 rotation and all of the vertices rip apart and theyre all scattered everywhere
how do you apply multiple textures to one model in trailmappers?
you can't
its a limitation of trailmakers modding
1 texture per custom object
so how are most custom models done then?
I see
how would I go about fixing this?
(only happens when you get a certain distance away from it)
if this is a dumb question I apologize, I have no prior experience in 3d modeling
add a singular vertex far away from the actual model. it tricks the automatic LOD system
it doesnt need to be connected to anything
unfortunately that didn't fix it
maybe add the vertex way up above the model? it should work
actually, how far away did you make the vertex be?
I made it a fair distance off, but I'll try further and with it being above it
how far?
and further isnt gonna help
1000m is all youll ever ever need
alright
well, I've added a vertex above it at precisely 1000m, and I'm still experiencing the same thing
try adding a cube maybe? idk, it should work
also make sure that youre actually updating the model in trailmakers
I'm guessing "updating in tm" is updating the model file?
you have to re export the map so that trailmakers picks it up. trailmappers doesnt automatically export when a model is updated
yeah like make sure youre actually updating the model in the map, and that trailmakers has the most recent version of the trailmappers map
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
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
Well, I think I've tried just about everything, and I just can't seem to be able to get rid of it
Don't use a single vertex - use a single face. I use a single tiny triangle placed at least 200m below the model.
I use a vertex and it worked just fine?
Fair. I should have said "Maybe try using a single face instead of a single vertex"
yeah i usually just use a quad it works fine
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
I saw the update for texture but how do you use them on your maps and where do you get custom models?
Well I generally use blender to model my stuff

vro
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
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
anyone know how to make models not be invisible from one side?
You need to draw the faces from both sides
Trailmakers does not have backface culling
Idk how to do that in blender tho or any other modelling software for that matter
If you mean you want the object to be visible from the outside but not the inside then all you have to do is select all faces and flip the normals (mesh menu).
If you want it to be visible both inside and out then you need to duplicate all faces then flip the normals of those duplicated faces.
alright, thanks
another map dropped
https://steamcommunity.com/sharedfiles/filedetails/?id=3555473435
Stunning piece of work! Well done 🙂
this looks great man, if you need extra coding help you know we got some people here
oh before i forget are you using the old dynamic time or the new one
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
Yeah lots of custom objects... Takes time to load in
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
Indeed!! This will be awesome addition 😍
aye, ill see how much i can add then, cuz this is no small map
trailmappers is never gonna get official support btw
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)
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
i kind of want to make spa in trailmakers
It would be cool asf to have eau rouge
There's this really weird bug in trailmappers where when you go into the settings, the sky just goes away
Another weird bug happens when you press the home button when you're very far away
A slightly frustrating bug happens when you try to drag select multiple objects when "Focus on Selected" is enabled
It would be preferred if it focused once the mouse has been released
please try your best to get a proper grip roads.....i love spa so much! we need it in trailmakers 🤩
i'm gonna use custom objects for the roads so i can get it to be smooth and not bumpy
this is the track so far
Looking good. Looks pretty accurate.
i do recognize all corners which is good. keep up the good work!
i started making spa only knowing the first 3 corners, hopefully it will be a good map
I am hyped to see the finished version, love Spa! ❤️
DUDU DUDUP MAX VERSTAPPEN
yeets self into the air after eau rouge
Looks really good so far.
How much detail / how accurate do you intend to give/make this map?
The plan currently is to have the track as accurate as possible with pits, fences, runoff areas, curbs, and somewhat accurate terrain
i just noticed my eau rouge is not very accurate
-# looks like the line your average E rank gran turismo lobby player takes
Peak map idea just dropped
Hey, Is someone down to colab with and wants to make a map with me?
oh my god someone needs to do this
i have too many memories flying around the island in free flight mode
I have all the i points in all the times of day 
We just dont have a sand prefab 😭
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
Why are custom imported objects so reflective? is there anyhow anyway to to cahnge that?
The alpha value of the texture controls the shinyness of the object
uhhh tell me in laymans terms. i used jsut a regular png texture. how do change the alpha value?
Alpha channel = transparency of your texture.
Make your texture be transparent and your object wont be reflective
aha. recommend any software that can do that?
Any image editor like krita, gimp or whatever else one might use
hah fair enough. my ahh made the textures in paint lol
Paint should also work, as long as you can make your pixels be transparent
wait paint can do that?
Id be suprised if it cant
u know mspaint right? im not seeing any option for transparency lol
Dang.
Microsoft amiright
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
By giving your texture some . . . uhhh texture..
yeah thats what i use
too lazy to learn gimp
hah i mean they do, but it still looks like a flat image ontop.
either way this is good enough for me lol
wait, but does that mean you cant have textures actually be see through?
Hello any reason as to why a custom model is visible in the map editor but not visible in game
you might need to wait for the asset to download. it can take a little bit at first but once its downloaded once its cached and spawns much quicker later on
I see, thank you
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
could be a bad file or it could be way too complex LOL
Wow
try to triangulate your mesh in blender and reexport. and also, what is your tri count?
Will try
Around 1500
that should be within the loadable limit, must be something up with the export or the mesh itself
The trailmakers importer is very picky, so trying this should probaply do the trick
How do i release an update to a map ive already put on the workshop
Go to the ingame workshop and search for your map. Select it and there should be a option to edit it
Thank you
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
There's nothing you can do. They are just broken in the game. Hopefully one day the devs will fix them.
what happened to the dev of trail mappers?
he lost his interest in modding trailmakers and also rarely is online anymore
i wish he would let somebody pick the project up then because it would be nice to get updates rolling out again it its just a cool program overall
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
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! 
It would be nice. I had started on a replacement tool but if we have the actual code that would work alot quicker LOL
is it even possible to transfer ownership of the game on steam at all?
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.
I dont think so, but he is happy to update the steam game whenever we ask for it he said
I think you guys should add a feature where you can create models with textures with transparent background
Would really help in optimizing
Thats not something trailmappers can add, thats a limitation from Trailmakers
Trailmakers has models with transparent background though
And there is also one in trailmappers
Yeah but not custom models
It's the model of the huge tree when you are far away
Player made models are loaded differently than the in game models
the prefabs yeah, not the custom models you import
@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?
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
how does mappers knows exacly where to place stuff to an iland like danger zone?
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
You can try to use the powercore crate. It can work in some limited circumstances.
I see
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?
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
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
you can only have 1 spawn point as i said i think
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
i think its a trailmappers issue, you can just make a custom loader with a spawnpoint system if you want
but remember exporting from trailmappers always overwrites the lua file so, maybe do it near the end
it's possible to have multiple spawn points?
You would need to handle all the spawnpoint logic yourself
not through trailmappers, but manually
would it be possible to make a custom dethrone map?
You could build a map around the one that’s already there
yeah, but would it be possible to make another map altogether with the dethrone game mode
yeah
if you mean making a map out of nothing, i dont think you can unless you're using other mods
that is awesome! guess now i gotta learn how to use trailmappers effectively, and gotta start making a 15x15km map
Yep as AJ said you just need to make a custom loader mod for your map.
You can have as many spawnpoints as you like and have a custom menu for them as well.
I did this in my maps (Velocity Island & Asphalt Valley) so feel free to use/edit my custom launcher if you want (I simply hacked the Trailmappers loader anyway).
7500 meters from 0, 0, 0 origni point is the distance to world border on any map. after that is respawns you
Question:
If i make a map on trailmappers then use track creator plus mod in trailmakers to layout tracks,
- will i be able to save the version with tracks
- will i be able to edit the version with tracks on trailmappers later
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
Thank you
how do i upload maps on the workshop
any tech support goats in here, having trouble uploading my map
show your mods directory and ensure that its spelled right in the upload form
before It was just saying error so I changed the file name, Im wondering if thats what made this issue so I deleted the file in trailmakers and re-copied it over
still dont know if it will upload x.x about to test
same issue
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
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
have you opend the mods directory from inside of trailmakers?
ok then it might be that there are empty spaces inside of the folder name im not sure
or the '
so cut them out, save and export and try again?
yes
have you tried forwards slashes? or entering the entire path?
entire path results in the previous issue of missing the file, foward slash is same plain error message
alr idk then
man I spent 70 hours on this I aint giving up now 
maybe someone else can help you. you could also ask in the general modding channel, as its not a issue related to Trailmappers
show the mod folder
has been resolved in #1140936220487192587
alwe
is there anywhere i can find a list of prefabs that emit light?
This could be a starting point:
https://trailmakers.wiki.gg/wiki/Modding:Spawnables
why does pioneers have these weird shadows high up 😭
honestly might work fine
breaks up the funny tiling effect of the ground texture
doesn't even look like TM anymore with that lighting and that map
chart
https://steamcommunity.com/sharedfiles/filedetails/?id=3601057434
i might add more stuff onto this later
Cloud
seems quite dark for clouds tbh
but whatever
if only there were actual clouds
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
Anyway to get trailmappers working on linux?
Mine wouldnt launch
Will try
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)
/steam/steamapps/compatdata/"trailmappers_id"/pfx/drive_c/users/steamuser/Documents/Trailmappers/
Thank you so much
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
Ruins
Settlements
Dried up lake
Old quarry
AJ out here slowly making the entirety of Georgia
Red a larger town
Blue a small village
Purple some ruins
And a tall track in the big forest in the south east
Highvoltage power lines going through the forest
Something like this
Great idea, those will definitely take out some planes
i was thinking some power station somewhere, this would go nicely with it too
A fire lookout tower would also be cool
maybe a sewage treatment plant somewhere in the middle of nowhere?
i do mainly want to include some more strategically important structures for some custom missions i could make in the future
I see
maybe put some mining buildings, some energy production buildings that are secretly used by the botnaks
while i do like the botnak lore, i don’t rlly want to fit it in a more realistic type map
Then instead of botnaks do a very malicious company that is intentionally heavily polluting the environment, and they use their energy business as a cover up
Sketchy nuclear plant
maybe a steel factory that needs to be destroyed in order to stop the enemy's weapon production
Effiel tower constructed out of chirpo preafabs
Or a gas station idk
Bush landing strip could be cool
Or a go kart track trust
lol a go kart track could acutally be sick
have 2 airports in the corners, opposite of each other i would say. long, wide, very flat runways so that all sizes of aircraft can take off, maybe helipads also?
idk if you plan doing water, but if so, then some sort of a port/ship station home base place connected to the road system would be awesome to see
nah water is annoying to deal with im not gonna bother
Laituri mentioned
im making some models in blender, putting them all together in trailmappers
idk if thats a reference cause thats a real place
It just caught my eye since laituri means dock in finnish
slightly concerned since this place is very much not water
is it possible to import custom models into trailmappers?´
I wanted to make some tracks in cad then import them into tm
Yes but its also very finnicky
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
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
doesn't sound too bad. I don't plan on making overly complex stuff, just a few basic track pieces (banked turns and such)
I also have no idea how to use blender, and being very familiar with cad I can create a parametric design and optimize it to not have a billion triangles
thanks for the help!
How many verts should I have in my map model?
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)?
when a single inconspicuous model decides it wants to freeze up my game on loading
i love the API
im genuinely so confused
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
no clue what i changed but its working now
i made 1 section of the bridge and used array modifier and that broke it. redid it and tried again and its fine now. idk magic or smth
buh
O_o
Add your trailmakers then to that
Does the game still sort of run, but is completely frozen in terms of movement? You can still go to main menu?
yeah
What exactly am I meant to link to in the import dialogue? No matter what I put, it always returns "file does not exist"
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
Ah perfect, that did what I needed. Thank you!
@knotty lily any news on if you are still working on trailmappers update if even possible
Im currently a little busy but i do plan to update trailmappers this year still
Trailmappers update before GTAVI 🔥
Glad to hear. Really love what you have made. Keep it up
Oh im not the one who made Trailmappers :P
Just trying to revive this project since Ridicolas has lost interest in it
Ohh ok well, still good luck then
While im here, is there anyway to make an object that has no collision but still interacts with hoverpads?
not as far as i know. what exactly are you aiming to create?
Already found a solution
im quite interested tho, may i know what you were doing?
What I wanted is not possible anymore, what we have to do now is just switch the collision of the object off and on
There is a big desert in Community Map
"Sand" but it has many flaws
Wouldnt load
It takes some time
I meant it gave me errors lol
I needs help, trailmappers has decided that it wont let me create or edit any maps
Check your map saves folder. Go to ...\Documents\Trailmappers\Saves
Your maps should be in there as folders. Inside each map folder should be a "map.json" file (and usually a "Preview.png")
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?
damn, that's unfortunate, but oh well
thank you!
is it possible to change the surface type on a custom object?
Unfortunately no
I'll keep an eye open for that
thanks a lot!

is there any way to change the material of a custom object (I mean so it is more gripy or like sand)?
not yet meaning it will be there someday?
There is a leak that it might be in development
oh okay cool, do you have any other idea how to do a racetrack?
custom models have 100% grip afaik, also the concrete/asphalt like road parts in trailmappers also have great grip. if you want an on-road race, start with those
So I can use a custom model and it will be like the racetrack on race island?
property wise it should have perfect grip, i suppose its the same as the race track
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
At most you can change the roughness, although it's only visual
it's determined by the alpha channel
The car will have the same grip but the top speed will be lower on custom model
Might be too deep into ts 
are you making the Notre-Dame?!
Nope lol, but i had a fun time placing all of these pipes individually XD
got the hard stuff done first ig 
Its like an addiction
Gahdamn that's smart
How is your game not crashing 😭 😭 😭
kicks me out of the game everytime i disable the mod or export it while in trailmakers lmao XD
Same for my mod xd
my model no worky
how fix
you might need to wait for it to load or reduce the poly/vertex count
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
it says "failed to load mesh" and ive already reduced the poly count a lot
can you show the model in blender? preferably with wireframe toggled on
yes, how do i enable wireframe?
aha, here
it says it has 8.4k faces
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
thank you, i will send shortly.
Is it possible to make transparent materials?
Nope
You can make transparent objects
I mean making part of an object transparent
Nope
Considering the fact that making a texture transparent means making it less shiny
It's generally for trailmakers
i guess same applies to light emitting materials?
Idk
no light emitting materials no transparent materials. You can make a whole object invisible
Pretty self explanatory issue, i have all devices disconnected except for keyboard, mouse, and reverb g2
nevermind closing and reopening fixed it
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
it can definitely handle more than that, ive had some weird cases where the game just freezes even with a relatively simple model, don’t rlly know how to fix it
Try putting a triangulate modifier on it
Sometimes that fixed it for me
I'm not makint it in blender, i just used it to see the tris
Hello, where does trailmappers store its default assets
This is probably a question you should ask terrorsoul
@versed moat
(Sorry to ping you)
Trailmappers assets are bundled into the program, they arent just in a folder
Any chance i can extract newer assets from trailmakers and put them into that program
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
So if somehow i was able to get the assets converted to .obj i could use it in trailmappers as a custom object
Yes
except that would lead to exported maps loading the objects as custom objects as well, which causes other issues (such as losing lights, ground properties, and performance issues)
I just need rocks with their ground properties
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
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.
If you can't find a point to get it selected then you will have to edit the actual save file.
- Go to documents/Trailmappers/saves/[yourmapfolder]
- make a backup copy of Map.json
- open Map.json in a good text editor such as "Notepad++"
- find that object in the text and very carefully remove it's entire entry. This can be tricky as you need to make sure certain brackets remain.
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.
just make ssure it is completly inside your selecting box, then delete it
Is it just me or is there recently a problem with spawn points
Wdym ? also, #bug-reports
Oh nevermind I hadn't noticed we are in #1226065444364877835
Yes
Only the server owner spawns where youre meant to on custom maps, everyone else spawns where the default map is supposed to spawn you
Does terror soul know about this bug?
And could it be fixed?
I don’t think terror soul made trailmappers
no clue
assuming its a bug that only recently occurred its probably something that got changed in trailmakers
WAIT HE DIDNT?!
nope
then who did
i think in the earlier generations of trailmappers your maps where shown in the preview in the main menu
Yeah
so i assumed....
You have to wait for Ridicolas to appear
And why the hell doesn’t he have the modder role
He's not very active currently
didn't trailmappers get handed off to someone else?
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.
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
That would be great
Do you know any fix to implement in the Js file
No, i havent taken a look at the issue yet
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.
I can only recommend it. Easy to work with not complicated.
Sam's been a great beta tester for it
This is sick can't wait for it
Is it possible to work on a map previously made in trailmappers?
Yes. My custom loader can be added to any existing Trailmappers map. You use it by adding it to your exported map folder in a certain way, replacing the Trailmappers loader. It will add a loading UI followed by a small UI with a couple of buttons if no extra features are found in the map.
Great!
Does your loader also have the same assets from trailmappers?
Id love to try it out on me map
It's not a replacement for Trailmappers, just the Trailmappers loader script. It still loads your exported map into Trailmakers. The difference is that it adds a UI and some special objects so that you can define extra stuff from within Trailmappers (eg. spawnpoints, trigger boxes, etc.)
Ohh okay, would love to work with it soon
Im still a little confused as to how it works but id love to know more
I'll set up thread soon and explain it all in there 🙂
Im assuming by adding ui you mean an extra ui in trailmakers itself?
Amazing
Yes in Trailmakers
Got it, looking forward to it
If your map runs in Test Zone you can also add a custom Tab map image if you want.
no it's just an image
Its the multiple spawnpoints i really wanna get
Oh well still better than nothing
Really cool though
Is there a planned release date for this mod?
~Possibly~ in the next hour
HOLY SHIT, YES
YEESSS
Now I feel special because i already worked with it
Just posted about my alternative loader here:
https://discord.com/channels/296562030624899072/1463163384634540142
So it’s a mod for a third party mod making tool… have we gone too deep or should we be prepared to go deeper?
It mods the mod part of the third party mod making tool
simples
Would there be a way to run trailmappers on Linux?
you could try running it thru Proton or another compatibility software
I run it using proton 9
Proton hotfix*
Ok ty I'll try it
Worked flawlessly the last time i tried
Use hotfix branch
I put a bug in for this first day. They changed something or deleted something. Anyway. Now custom maps are starting to crash on peoples servers over and over. Who made the original trail mappers? Is anybody skilled to remake it?
I think someone is infact working on a replacement
The original creator isnt working on it anymore
there have been a couple people that have tried to make a replacement, but all of them are currently dead
i cant believe they just invented respawning irl
The people, or the projects?
the projects
had me worried
"currently dead" implies those people could just revive themselves
necromancy maxxing
ahttps://steamcommunity.com/sharedfiles/filedetails/?id=3655342696
I just shared both the map and the truck on my workshop
Has anyone had a go at using https://discord.com/channels/296562030624899072/1463163384634540142
I'm happy to help if people are having problems. Also I want to improve it so any kind of feedback would be useful.
Highway progress
everything seems to be mirrored
known issue with the loader, just put one of the axis in trailmappers *(-1) of your current value and it should mirror back, play around, dont remember which axis it is mirrored on
Oki ty
The red one
Has anyone had issues with lag when adding hundreds of moveable blocks like shipping containers into one area?
Lets think for a second
Well I made a cargo bay with a ton of the shipping containers and it didn’t change anything
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
yes obj
uh what are you trying to do?
loading in a 3 part model, all models failed and just wound up as cube
tbh i've never seen that error from trailmappers before. Does it work fine in trailmappers?
mhm
weird
can you share the models or the map so i can look into it further?
hmm @hard pumice can i?
wait qwib :3 is tea?
sure, as long as i get credited in the project, use my models however you want :3
yup, qwibpocalypse is rising
hmm yes
ye
ill send you the seperate parts, if you enter the same co ordinate into each they'll line up
-# easy to use hehe
idk why it doesn't work, i looked in the logs and it said, but i even put it in blender and reexported and it still gives the same error
that's weird
hmm
full logs for anyone more experience than me