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Messages - Morten

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1
Questions & Tutorials / Re: Custom Soundtrack Not Working
« on: October 16, 2019, 05:09:49 am »
The music filenames are too long. Keep it under 64 characters.
Some of the track titles and artist/band names are a bit long too. Currently the limit is 32 chars.

2
Nice work!

3
Questions & Tutorials / Re: Shipyard barge
« on: February 02, 2018, 04:25:08 am »
The target scores are a bit higher in THUG Pro, I think its 1, 2, 5 and 10 million.

4
don't use cheats...

5
Questions & Tutorials / Re: THUGPro crashes online
« on: June 04, 2017, 11:22:40 am »
Have you modified any game files?

6
Site General / Re: Added Custom Level Uploader
« on: February 06, 2017, 06:24:18 pm »
BTW to use the custom levels you need to have a special version of Update.DLL that bypasses thugpro's update system to play on the custom levels.

Please replace an original THUG2 level instead.
Bypassing the update system using random patched files is not a good idea. And we don't wont you to encourage people to do that.

Its still going to be a while before THUGPro will have full support for custom levels,
but we will try to figure out something in the meantime, so you don't have to replace existing levels.

7
The problem with a lot of levels is that they wont work that as well in THPS, as they did in the original game.
Nostalgia is also a big factor here...

I have done some research on the level formats for some of the games that have been suggested here already.
And some levels have actually been in a fully playable state in THUG Pro, but the experience was kinda disappointing.

Dave Mirra 2, Aggressive Inline and BMXXX is running on the same engine, and the file formats are pretty simple to parse.
But i think the levels in Aggressive Inline are the only ones that could potentially be fun in THPS.

http://imgur.com/a/TLNCB
https://youtu.be/A3kLEKzmN6Q
https://youtu.be/PRuQKSRQoQY
https://youtu.be/kIQZQlrWsMM

Now that I have mentioned this, I have to write a disclaimer:
We're not going to include any of these levels in an official THUG Pro update.
But its an interesting topic, and once we have a better workflow / interface for user created content, we will probably see some stuff in game.

8
General THPS(X) / Re: New Level Ideas
« on: July 31, 2016, 02:49:16 pm »
I think they're getting the THPS1-2 levels from THPS3 Levelmod.

Nah, we're converting from the 2x files. Vadru has done some work on the levelmod tools, so it also exports to now THUG2.
For classic levels that have appeared in later games, will use that version instead. Or a mix between the different versions.

note: Adding new or old levels is not our focus currently.

9
General THPS(X) / Re: New Level Ideas
« on: July 29, 2016, 12:27:55 pm »
Would be cool to see some concept art, layout sketches and reference images etc.

10
Whatever / Re: ㅤㅤㅤㅤㅤㅤㅤㅤㅤ
« on: June 16, 2016, 07:27:21 pm »
your memes are weak

11
Whatever / Re: Unknown THUGPRO Video Reuploader?
« on: February 11, 2016, 05:33:58 pm »
I'm pretty sure its the MS-paint kid. He has a bunch of spam channels like this...
I think he has multiple accounts on this forum too, lol

12
General THPS(X) / Re: THPS5 KOTH is RUINED
« on: September 28, 2015, 10:59:55 am »
This sounds more like the Pot Of Gold game-mode from THAW... :o

13
Hi!

We have been doing some tests with custom levels, but its really basic stuff.

Like sk8ace said, we're currently focusing on converting the remaining thps levels. But custom levels is certainly something that we would like to see in the future.

The end goal would be a user friendly tool-chain for exporting the assets to the game format.

Either in the form of a plug-in for the various 3D editors or an application that can convert from a common 3D model format.

With that being said, there's still things that you can do to help.

There isn't really a "right" way to do this yet, so we kinda have to solve the problems as we go, before we can a have a good process for importing custom levels.

There is also a few special requirements for the levels and we gotta figure out how to "translate" that between the 3D editor and into the game.

What I'm saying is that we need help with figuring out the an ideal workflow and documenting the process.

The stuff that we have been doing so far is just simple 3D models, so we haven't really encountered any of the "real" problems that we would have with a more complex scenes.
But, getting some simple THPS1-2 style levels ingame shouldn't be that far out in the future.

Quite a few people have been asking about custom levels recently, and thats a good sign.
So if you have any questions or input on this you can contact us at [email protected], on this forum, or over at http://thmods.com/forum.

morten

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