#KrunchLoader

85 messages Β· Page 1 of 1 (latest)

fallow tinsel
#

A custom loader for Trailmappers
Beta v 2026.0.4

Designed to make life a little bit easier for mappers who use Trailmappers.

Features:

  • Multiple SpawnPoints

    • add as many extra SpawnPoints as you'd like
  • Per Player Home SpawnPoints

    • setup individual home spawnpoints for each player that joins in multiplayer
    • helps prevent server-ending-blueprint-merging-nuclear-explosions
  • Personal Spawn Point

    • allows players to set a personal spawn point at their current position
  • SpawnPoint Protection

    • system to stop anyone spawning at a spawnpoint if it is already occupied by a player or structure
    • helps prevent server-ending-blueprint-merging-nuclear-explosions
  • Tab for Map View (Test Zone)

    • If a map image has been added press Tab to show a full screen map view of the ... er map
    • press Tab again to exit the map view
  • Aerial Views

    • press numpad 0 to see an aerial view from high above the map origin point
    • press numpad 0 again to see an aerial view from high above your player's position
    • press numpad 0 a 3rd time to exit the aerial view
  • More Host Options

    • block any player from building
    • server performance: globally delete any unoccupied structures ie >50 metres from owner
    • server performance: globally delete ALL structures on the server
  • Area Name Triggers

    • add an area with a name that shows up when players move into that area
  • No-Builder zones

    • add areas where players are blocked from opening the builder
#

New Version beta2026.0.4

Zip File (download and use are at your own risk): https://1drv.ms/u/c/312f59de76719fed/IQA5JQcBZUDrR4RPe_T6CzJwAUiy40pm_DqVJLyvZI0l9dc?e=MKDhFK

How to install the KrunchLoader Kit

  1. Extract the zip file to a folder on your computer

  2. Navigate into the "KrunchLoaderKit" folder:

  • Example Mod Map

    • KrunchLoaderMap << copy this folder to Trailmakers mods folder
  • Files for Trailmappers

  • Custom Models << copy this folder to the TrailMappers folder

  • Saves << copy this folder to the TrailMappers folder

  • Files for Exported Maps

  • data_static << copy this folder to your exported map folder in the Trailmakers mods folder

  • KrunchLoaderMap is a simple example map that you can play in Trailmakers to see how the special features work
  • the Files for Trailmappers/Custom Models contains the models and textures that you will use to add special features to your map
  • the Files for Trailmappers/Saves contains an example map that you can open in Trailmappers to see how the special features are placed
#

Activating the KrunchLoader Script for an Existing or New Exported Map

KrunchLoader works by replacing the original Trailmappers loader script with a new custom one (KrunchLoader.lua).

Here's an explanation of the files:

  • KrunchLoader.lua << the actual replacement loader script

  • main.lua << special pointer file. This needs to be copied over the one in the root map folder after every Trailmappers export. That's why there's a copy of it in the data_static folder

  • map_icon.png << custom icon for messages in your map. You can replace this with your own if you like but there must be a file with that name in here

  • tabMapMesh.obj << special object for the Tab key map view. It only activates if you have a file called tabMapTex.jpg in this folder (you can make your own map view image and give it that name)

Now that those files are in your map's data_static folder you are ready to activate the KrunchLoader for your map:

  • Copy the main.lua file from the data_static folder into the root map folder, overwriting the existing main.lua file (this needs to be done every time you re-export your map from Trailmappers as the export overwrites the main.lua file). This will now 'point' to the new KrunchLoader script in the data_static folder.

Load up your map in Trailmakers and you should see the extra features in your map.

#

Adding Extra SpawnPoints in Trailmappers

The original Trailmappers SpawnPoint will always be the "Home" SpawnPoint. You can add additional ones by following the method below:

  1. Decide what names you'd like to use for your additional SpawnPoints

  2. Make a copy of one of the SpawnPoint textures (eg. SpawnPoint_01_Area51.png) and make sure it is in the Custom Models folder in Trailmappers

  3. CAREFULLY rename only the part of the name that is after "SpawnPoint_" in the following way:
    Eg For a SpawnPoint called "Black Tower" that is to be the first button after "Home", you copy and rename SpawnPoint_01_Area51.png >> to >> SpawnPoint_01_Black Tower.png
    For another SpawnPoint called "White Tower" that is to be the second button after "Home", you copy and rename SpawnPoint_01_Area51.png >> to >> SpawnPoint_02_White Tower.png

  4. Load your map in Trailmappers and find the SpawnPoint.obj model in the Custom Models tab and place it into your map somewhere (also rotate it if needed)

  5. add the texture that you renamed earlier to that object

  6. Repeat for each extra SpawnPoint that you want to add

Note: These objects and textures will not be loaded into your actual map when loaded into Trailmakers - they are filtered out and only used for the locations, rotation and names of your SpawnPoints.

Multiplayer Special Home SpawnPoints

If you would like separate multiplayer home SpawnPoints for each player do the following. The host always uses the base home SpawnPoint, only other players can have different home spawn points.

This process is very similar to the above process however the textures are already named and ready to go.

  1. As before place and rotate a new SpawnPoint object where you would like the first joining player to spawn.

  2. Use the texture called
    SpawnPoint_ID_1 on that object and that will become that player's home spawnpoint

  3. Repeat for any other ones you want to add (up to ID_7)

marsh veldt
#

are step 2 and 3 independent of each other

fallow tinsel
#

Yes

marsh veldt
#

oh okay

#

which trailmappers folder

fallow tinsel
#

Until I get more instructions up I suggest you load it up in Trailmakers and have a look

marsh veldt
#

alr

livid forge
fallow tinsel
#

Standard thing to say so you don't sue me if your computer blows up πŸ˜›

hybrid bluff
#

also usually in case something doesn't work

fallow tinsel
#

Yes

#

I really hope these instructions make some sort of sense. It is late and I may or may not be falling asleep.

marsh veldt
#

The trailmappers part dont

#

Oh you edited it

#

Nvm

#

My bad

fallow tinsel
#

soz I probs sent you the wrong way till I edited it

marsh veldt
#

All good, the mod makes map making way easier

fallow tinsel
#

I hope it does

marsh veldt
fallow tinsel
#

no. It does nothing to Trailmappers except add some custom objects and custom textures. The magic happens when you've added those extra objects into your map and installed KrunchLoader into your map folder. It finds the special objects and changes them into spawnpoints, trigger boxes etc.

livid forge
fallow tinsel
bright timber
#

If there any questions I can help as well. I worked with the Krunchloader already and I offer my assistance if needed.

fallow tinsel
#

yeah sam's been a great beta tester and he's awake when I'm asleep so can help with questions πŸ™‚

marsh veldt
#

Im so confused 😭

#

Ill get there when i get there, lemme build spawn points first

fallow tinsel
fallow tinsel
#

New version of the kit with a different folder structure in the zip file and new instructions. Hopefully things are a little easier to understand.

Includes a new version of the loader (a few small tweaks)

#1463163384634540142 message

fallow tinsel
marsh veldt
fallow tinsel
fallow tinsel
#

If these files are in the Documents\Trailmappers\Custom Models folder then you are good to go

marsh veldt
#

I shall try today

fallow tinsel
marsh veldt
marsh veldt
#

Whats the buildbox do?

bright timber
marsh veldt
#

Whats the name block do then

#

Assuming it names the spawn location?

#

Also, what folders to put into trailmakers again 😭

fallow tinsel
fallow tinsel
fallow tinsel
marsh veldt
#

Got it

#

Maybe

fallow tinsel
#

I'm happy to help anyone to get this working on their map so please feel free to post questions in here. It's not difficult once you understand the basic concepts πŸ™‚

lavish geyser
#

WOW this thing is crazy than i ever imagine
U R AWESOME !!!!! πŸ’œ πŸ’š
i have small problem, Spawn Points for locations dont work :
i mean, i dont see them in the menu at all

#

all the pngs and obj are at Custom Models folder. and aligned the obj in trailmappers

fallow tinsel
lavish geyser
#

SpawnPoint_Ebisu Kita.png

#

SpawnPoint.obj

#

those are the right names am i right?

fallow tinsel
#

Looks like they are

#

In your mod's main folder what do the file names look like?

Do they have a name like this?:
.Custom Models.SpawnPoint_Ebisu Kita.png

lavish geyser
#

yep

fallow tinsel
#

ok. You are not using Terrorsoul's updated version of Trailmappers?

#

Also can you send me the mod's log file?

lavish geyser
lavish geyser
#

bothXD

fallow tinsel
#

KrunchLoader isn't compatible yet so don't use it yet

lavish geyser
#

oh ok good

fallow tinsel
#

the log will have the same name as your map

lavish geyser
#

dont find any

#

in Trailmakers\mods\Ebisu Complex ?

fallow tinsel
#

no just the root folder ie
Trailmakers\mods

lavish geyser
#

ebisu complex its the mod your addon is

#

oh ok

fallow tinsel
#

In Host Settings is Fast Travel ON?

lavish geyser
#

think there wasnt any option, just about bluprints

fallow tinsel
#

hmm OK

#

Are you able to send me the exported map/mod?

lavish geyser
#

sure

fallow tinsel
#

you can DM if you don't want to post it here

lavish geyser
fallow tinsel
#

Working now

#

I will update the KrunchLoader Kit with the fixes soon