#Trailmappers
1 messages · Page 6 of 1
the second i read that i saw antimatter go offline lol
probably just coincidence
Does trailmappers have an option for placing down nodes? Basically just a point in space with some data attached to it
no idea, maybe something like that could be added in the https://discord.com/channels/296562030624899072/1463163384634540142
:< can u fix?
i do not have enough knowledge to fix it
TwT
help me gang
i just transformed one of my hexagons into negative space that cant be deleted and it destroys every build it comes into contact with
ah, the all consuming void, excellent
im gonna hide it in an underground lab somewhere
I see no problem
Did you scale the Y axis into the negative?
So it's fixed?
I've seen that problem when the normals of a 3d model are inverted
As soon as i touch any scale it goes back to normal
This is what I was thinking
That's so cool
Average game development experience:
"oh look a bug"
"What bug? I only see an easter egg"
@odd sluice antiii pleas help 
why is trailmappers failing to load this
For me trailmakers crashes if I spawn this image in with the custom model
is it a trailmappers error or a trailmakers error? (it's probably trailmakers not trailmappers)
Make sure the normals are in the correct orientation and that there’s no missing face?
Oh wait that was from ages ago
Apologies XD
how do I edit the friction or grip on each model?
You cant
Can't make a gravel trap 💔
any news on trail mappers revamp?
I mean theres radio silence from Ridicolas since he has an actual life lol, so afaik no. Unless someone who has the source code said anything regarding that
I have realised the project is a lot more disorganized than i imagined, and i currently also have other things to do.
I dont want to completely give it up yet but i will probaply focus on more interesting stuff for now
Been there. zoom out, and quickly box select the entire thing
divide the mesh and export each
I'm mid ground
Have you tried decimating?
look at the ss it was only 1600 tris
dont think it was model complexity, some weird topo edge case the game didn't like is my guess
anyway i fixed it ages ago
Spa francorchamps WIP
Lol
how do i add custom objects?
You need to get your PNG file and your obj file into the custom models folder
Decent looking
i wanted to know if theres any limits on model size, not trig or file size, i'm talking about physical size limits as i know this thing is within trig limits and definitely within file size limits
HOW'EVER the model is a brisk 1.3km~
Size shouldnt be limited
My spa map is around 1.3km and it doesn't crash when exported correctly so I don't think it's the size
weird
it causes freezing & crashing when i tried to load it
the only other thing i could think is due to it being primarily tunnels, although i did do a earlier test model at a far smaller scale and it was fine but again, small scale
Try exporting it again it might have been just an unlucky export or smith idk
Are the roads custom models?
Nope
Apart from krunch loader stuff there's no custom models in the map
This was based off of the 2022 spa francorchamps
apparently trailmakers didnt like the entry, for some reason, it would not load, UNTIL i changed the entry
even after splitting it up into 5 pieces
Might be the same that happened with the small scourge model
Sometimes the model just wont load
hello how do i and where do i get the latest trailmappers version from steam?
like the sidebar and stuff dont work
By downloading the free application from steam
yea i did it and the sidebar just wont show up
What sidebar
i heard about a sidebar for loading other objects
I am not sure what you are talking about
i swear i saw a picture of someone having a sidebar that shows the size of the object and official trailmakers objects
You mean the bar on the bottom?
Uh like the legacy builder?
what about loading trailmakers stuff
Like the prefabs?
no how to load the satelite dish
That is a prefab
-# if I'm not mistaken
no the bigass one from airborne
You cant
not all objects are prefabs unfortunately
dang that sucks is there a way to get it into there?
-# i really wish the ceiling lights from the main ship on the space map were a prefab
Having a 3d model of it and using that ig
i could do a model but im currently a little busy
if you have time to wait i can get it done for ya
You can build a nice dome shaped bunker in trailmappers
how
Or you can just make that in blender
The big torn down one?
I can help with modeling
I have too much free time
I wish I was you
Oof
Yea xd
Does anyone know what the textures tab does? I have no idea how it works
can you screenshot?
I have finished Spa Francorchamps, i might make updates in the future but for now it's done. https://steamcommunity.com/sharedfiles/filedetails/?id=3682389868
what's this?
Alignment options
A group objects thingy along with this would go amazing
Anyone have a trailmappers save file?
Not an exported save file
I want the one from documents > trailmappers > saves
i have this one, im assuming you dont want one with custom models
should look like this
I can take a custom model one aswell but ill need the model aswell
my first map
what is this
what causes this?
it completely breaks when copy and pasting
all the parts get shifted to different areas
known issue, you have to reselect and place it again, but sometimes it just freaks out for no reason tbh
try to either restart the game or move a bit and try again
Alrighty
so what exactly do I do if neither of those methods work
it just breaks no matter what I do, which is strange, since it was completely fine earlier today
all I'm doing is resizing it slightly and copying it
Are these separate models of modular house parts?
Maybe it's related to unapplied transforms in each of the models.
You may need to "Apply All Transforms" in Blender to each one then re-export them.
this isn't a 3d model, it's made from trailmappers assets
I've done this many times in the past and never had this issue before
Have you tried selecting the objects in a different order before copy/pasting?
I believe so yes
Omg now I see it
That's insane
if you duplicate multiple objects after scaling they reeset to their original state
you have to deselct them
and then select them again
Learning Blender so I can successfully eventually make fully custom maps in Trailmappers, and I heard I am supposed to do the Dohnut tutorial however I dont know if that is a Good Tutorial to stem into Map Making, does anyone have the answer?
still happens
Nothing I've tried has been able to prevent it, despite the fact that I had rescaled many times before and this had not happened
I've made many maps in the past, and never had this issue until now
I can't 3d model for the life of me, that NYC map I did was completely from trailmappers assets too
is there anything I can do or is my map just permanently buggered?
It shows you the basics of blender pretty well but you don't have to do the whole tutorial because later on there aren't really that interesting things and you can learn most things from just googling also could you tell what kind of maps are you planning of making
Well but it was using the white cube asset which theoretically is a 3d model
Seems like you need to go again
Learn UV mapping that is very important for mapping in Trailmappers
I still need to learn it more cus I suck at it
Anyone got some tutorials for uv mapping
I have to learn some more as well I only know its the backbone of custom mapping but i still lack alot of skill
@austere aurora is probably the best mapper out there when it comes to uv mapping
Thanks to my love, project from view 💕
That's literally the only thing I use
Aaand a little bit of cube projection
(most of the work is done by the textures)
Can you give some tutorials on that
I beg
Basically I build my maps around the textures.
Hm
I will try to practice texturing
I have so many things I wanna do but the time😭 😭 😭
You have gimp bro
Wdym by that
For texturing
Sounds like hell
I use Canva. Maybe it's easier
I was really motivated to get this started 😭
Seriously, are there no solutions to this?
Because this has kinda just broken the map I was working on
Whats different?
Google drive is my favorite platform to download software from
It could be the best thing ever or just a zip bomb
I guess you are still working on this project?
Ok!
I moved it to the modding discord, since its more of a one-off thing
Do they all have the same origin point?
I believe so yes, I figured out a fix though, I just have to close and reopen the map in trailmappers every time I resize to prevent it from breaking
Dang
It's a pain in the ass but I haven't been able to find any other fix
Quite weird because this never used to happen until yesterday
I typically set all of my things in a cluster to the same origin so I can easily move them around as one object
I haven't ever seen it happen before either. Once I get home from work Ill try to recreate it and see if I can fix it
That'd be great 🙏
If you used the grouping feature in the modified Trailmappers might help
Was teh spawnpoint thing removed
Also is the observatory hitbox just always completely screwed
the most drifted map across all driving sims is coming to trailmakers ::)
Is it from ac or Smth cus I don't know it
not a vanilla map of any game, but exist in all of them 🫣
Huh
originally created by drifting mapper called CToretto
Ik him
I thought this map is more popular
drift playground ::) awesome map
it is popular, but way less than brooklyn park
Man I need to play more ac again
soon you can get that in trailmakers ::) just saying 😍
yay
how much more time
also
i tried your purpl dodge hellcat on steam and its good
alright things are getting serious
can u guess the track?
ebizu
thats an eassy one
@magic leaf Were you able to sort out your problem?
i mean sorta im pretty sure its pretty much just the alt sensor -100 it seams to be pretty accurate
I've just updated KrunchLoader with bugfixes and a new feature:
#1463163384634540142 message
what file type does the custom models need to be? i cant upload custom blueprint pngs into it
.obj files for the custom model and .png for the texture
ok so could i just convert a blueprint to an obj and then it will work?
Or just spawn the blueprint as a structure using the api
Converting it to obj seems safer if you dont want to summon 100 bugs
i tried and im unable to load the map in trailmapers with it being an obj it instantly crashes
what api?
The modding api
Unable to load the map in trailmappers or in trailmakers?
when i have the buildfile in the coustom modles in trailmapers it can load in trailmapers but when i change it to an obj then it just crashed trailmapers
How did you convert it to obj in the first place?
just converted it lol
Changing the file extension does NOT change anything about the files content
It just changes how applications will try to interpret the file content. And when trailmappers tries to interpret an png files as if it were a obj (3d mesh) it will crash obviously
Damn I wish life was that easy
yea ik that but i tried it to see if it would work lo clearly it didnt
I want to dream like you
how do i properly uploaded a moded map? i tried it and its not showing up on steam
its weird because when i go to steam itself i search the workshop i cant find it but if i go to the in game workshop or steam and look at my uploads i see it
Did it say "mod was successfully uploaded" or something?
If it does, where did you check it?
yees
Would that mean I have to worry about the amount of Polygons more or is that automatically covered by Trailmakers itself?
anything over 32000 tris will not load properly
hmmm ok, and I also noticed while going around some maps that all of the custom assets seem to be the same glossy white texture. Do all Blender assets do that or is there a way around it so I can have a custom texture on it? I am sorry, I am new to this stuff lol
you can have custom textures
And it will load in Trailmakers?
yes
Thanks!!! Now all I gotta do is finish the 4 hour dohnut tutorial then I should be ready to make some maps. is there anything else I am missing before I start?
with trailmappers it's really easy to load ed models into the game so definitely have that
ok, so I am not missing anything! welp, I should go get started lol. Take Care!!! ❤️
you need to be very careful with concave meshes
Just a random thought I had, is it possible to put anything Interactable in any maps? I feel like I could use whatever it is a lot
you can, but unless it is a default asset you need to modify trailmapper's loader and program it yourself in lua
yes it said it was successful and i even had a tried try to fin it but they were only able to find it after going to my steam profile
Can you find it by going to your steam profile?
Will the Trailmappers UI ever be updated?
probably no
That's what's supposed to happen. Have you tried filtering by newest in workshop?
yea i see the mod in the workshop now ig theres just a massive delay
Ive found about 15000 to be the limit in terms of decent load times
And even then fully custom asset maps I try and keep each model under 10000.
For stability and load time reasons
Why does my models get offset from their position in trailmappers to trailmakers
so in trailmappenrs is fine, but not in tm?
Exactly
- Where did you load it
- Is it flipped/mirrored
- Is your spawn point correct
1.clarify 2. I flipped it so that it’s not inverted since importer things are flipped. 3. What
build one of these. it helps me alot to get the correct position for stuff
the colors of the gates correspond to the colors of the axis in trailmappers
is red longitude?
yes
showed you how to make it lol
the top green gate is the rotation sometimes youll need to change the amount depending how the part gets spawned in so if the part is spawned in 90 from north its the top reeding -90
the logic isnt completely accurate but it just t get it as close as possible then you adjust it how you want
Not what I meant, if let’s say I have a scene in blender with the models allready offset to the place I want them to be RELATIVE to each other, and I import them into trailmappers, put the cords of all the models at 0,0,0. Now theyre just offset by the distance they had in blender, and it shows that same thing in trailmappers, when I go to export and start it in trailmakers, all the models are not at the same place at all
do you have the models size and position in meters?
Also there is a mod that does this way better
What?
what are you useing for the custom models?
Blender
what units of mesurement are you useing?
in blender too?
your saying the models arent having the correct positioning when put into trailmappers right?
No, they are consistent between blender and trailmappers, but in trailmakers they are wrong
thats what i said
nvm
how exaclty are they wrong then?
like too high up? or not at right cords?
can someone make tell me how i get my blender 3d moddel in to tralmappers?
i want to make an Race trek for evvayone
only thing i can think of is incorrect unites or not exporting right
anyone know the y coordinate in trailmappers of the highest playable point ingame?
i think 7500 meters, thats the distance from the 0,0,0 to the despawn border, not 100% sure
yeah i dont think the coordinates in trailmappers are exactly constant with trailmakers, and even if it is, idk to what scale
they are. if you put a white cube on scene, one size unit is one meter, therefore it scaled to whatever direction of 10 would be 10 meters
use that to measure your stuff out
not sure if this logic applies to other objects tho, it might work for the magnetic cube asset (or whatever the name is) but generally the white cube works the best
just need the highest point in trailmappers so the cube should do the trick
you should make a mod or build a creation that shows the in game cords then you can find it out. i got no clue what the limit is either i never tried
7500m is the mapborder
Map ID Name -- Width -- Height -- Base Height (Y)
WLD_TestZone Test Zone 15000 15000 300
WLD_AirborneIsland Airborne 15000 15000
WLD_Exploration Stranded 4000 4000
WLD_HighSeas High Seas 5000 5000
WLD_KingOfTheHill Dethrone 1100 1200
WLD_RaceIsland Race Island 4000 4000
WLD_Sandbox Treasure Island 2500 2500
WLD_StuntIsland Danger Zone 4000 4000
WLD_TheMoon Space Sector 25000 25000
i feel like this isnt perfectly accurate
the actual kill borders usually extend to 15000 on almost all maps excluding space map
how do u transfer a 3d model into trailmappers guys
Turn it into a obj
Export the texture as a png
Load it into the custom models folder
Drag the model out on to the scene
Now drag the PNG file on to the model
how do ya export stuff
I believe you use blender right?
If you downloaded the model as a obj you are good to just throw it into trailmappers, but if you downloaded it as a different format you need to import it into a 3d modeling program and then export it as obj
what do i do to put it in trailamppers😭
-# im completely new to this
First open trailmappers
i have it open
Go into a map and make a screenshot so i can guide you
im stuck at this bit
theres a folder to the right
but when i press it
it just opens my file explorer and i can only view things
It should open the file in which you need to put the 3d model
wdym exactly
It should open file explore and it should automatically put you into the file trailmappers stores 3d models, and then you should be able to just drag and drop the 3d model in there
had to do it manually cuz i think i put it in the wrong folder but im getting somewhere
ok im kinda stuck now
i cant seem to put to model into trailmappers
mind if u help a bit
Is the model in the same folder
it is now
Do you see it where the textures are?
in the some folder as the obj
also it wont let me drag the model into trailmappers :P
Hmm how many polygons does the model have?
how many is the limit
Idk
Limit is 32000 triangles for tm, for trailmappers idk
Make sure the 3d model has the .obj extension
I FUCKING DID IT
i have no idea how but i did
fahh.....
the model might have too many trriangles
It definitely does
You'd need to load the 3d model file in Blender and reduce polygons. You could try using the 'Decimate' modifier.
No no that's the bad way
Select all vertices and click "subdivide"
s\
Subdivide? That will increase the amount of faces, edges and vertices. That's the opposite of what is needed.
Yea that's why I added s\ just that I did a typo and it should be /s
or its simply poorly made, the loader hates n-gons, you gotta decimate/optimize that geometry
got it i just found that on the mod foroms thing
also im now making a highway map and how do i add textures onto custom models?
ok i did it but its super reflective
Lower the opacity of your texture
The alpha channel of the texture is responsible for the shinyness
Are you trying to add traffic perhaps
How laggy is this?
Wasnt horrible but the biggest issue with it was all the bugs that mods have when spawning player structures
I also didnt care to optimize it as it got clear pretty quickly that these modding api bugs would be a pain to work around
Hmm oki
I wonder what will come out of this project
I have put the project on ice, atleast until the bugs regarding spawning player structures are fixed or i decide to change the scope of the mod
Understandable
what bugs exactly?
#1385250615340306523 message
How do you make this
With code
I make the cars move by always giving the engines a logical always on signal and changing the engines power with my mod. And steer them by applying torque to the front axle wheels
3d modeling or use jess2005's mod https://steamcommunity.com/sharedfiles/filedetails/?id=2509484109&searchtext=trackmaker
does the mod have terrain roads and not jst man made roads?
ohh, you mean that, no it does not
dang
probably late to this party but i finally got around and figuring out the grass asset lol
all it took was placing a cube in every direction 100 000 meters away from the origin and setting it to non collidable
They fixed that bug. It should work if you just set your grass to non-collision.
fucking hell i didnt even try it the old way 😭
i havent played this game for too long it seems
What asset is that for the grass?
custom model
and that round grass rock thing squashed underneath the custom grass blades
Thanks
One quick question, who made the quality of life changes for trailmappers?
I think terror soul
if you mean that new ingame loader that was Krunch, #KrunchLoader
if you mean the regular updates - the drag select, top and side view gizmo and the custom models, that was Ridicolas himself. Me and Jess did the assets in that update. The update after that, that added more assets, might have been Terror soul, i dont remember anymore.
Ok, where do i get the newest version from? The last time i got it out of google drive which i cant find anymore
its on steam
i dont know about anything newer than that, but i havent been here a while
Thank you
shit i missed a train with this one, didnt even know this was a thing
I have a bug with drag select. Sometimes the selected obj just get a random rotation or teleport to completely new cords
This is the only reason why I dont use this version because it messed up so many things in my maps and I use drag select a lot
I also get that bug. What makes it worse is that it can't be undone.
fuck
can anyone help me
I've been working really hard on this Bahrain Circuit map. but today suddenly it crashed trailmakers. idk why, last time I exported was when I added an HD picture whichI thought was the cause,so Ideletedit. but even after I deletedit it still crashed my game. what should I do? I don't want my weeks of work to be thrown away just because of a stupid bug
Try exporting again until the issue is fixed ig
(export the whole model again)
did that 17 times already
Holy ok then I have no idea
Isfd with map making bro
Until I find a way I'll move on to making Saudi Arabia's corniche circuit
Or maybe long beach
Idk
What changes did you make to the map before exporting it again?
I added an hd image. I tested and it crashed. so I removed the hdimage but it stillcrashed. so I removed the whole model and it stillcrashed
Did you change any model, applied any modifiers, or anything like that?
nope
wait
yes I did, I changed the outer terrain model but then I deleted it
it still crashed
Well, i sugest you load one model at a time in trailmakers until you find the one that crashes it
damn
Sadly no
maybe try exporting it as an fbx and then import that fbx and turn it into a obj
Why
It's most likely a problem with the geometry, not exporting stuff.
But why did it then work before All the stuff was added