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Messages - Squilliam

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1
And just for the record of anyone looking at this in the future...

%.gone. makes it sound like I was harping on THPS3, which I totally wasn't.

I was asking why specifically level mod was so popular when there is THUGPRO.
AHA, I thought to myself, if there is such a huge buzz around LEVEL MOD from the DEVS then it must be better than THUGPRO. right?

These dudes made something I like (THUGPRO) so I respect their opinions about vgs.

So in asking I am thinking well, it must be the game engine/ mechanics that makes LEVEL MOD so damn special and fun.

But it kinda doesn't make sense that it's such an old engine and lacks modern THPS controls such as SPINE TRANSFER, flatland tricks, the kickflip to indy, stalls, all that cool stuff.

So I decide who better to ask than the discordios aka devs i am assuming since who the fuck else hangs out there???

Wondering what makes it so popular and if it is worth the effort to figure out how to get it running on Mac OS X I ask these dudes and you know what they tell me the reason is that people play LEVEL MOD as opposed to THUGPRO?

Go ahead and guess...

The "clear and concise" ones informed me that people like LEVEL MOD because of it using the THPS3 engine.

ummmmmmmmmmmmmmm

yeah, dawg, no shit.  that's why I came to ask you dudes what's up with it because like, why? just why? is it that people don't like spine transfers?  or they do like the feel of grinding and manuals in THPS3/2 better than 4 and on?

I really can't tell you because instead of getting any kind of "clear and concise" answer, they just went on and on about how they told me already. it's THPS3. end of discussion. that's why ppl like it.....


OOOOO KKKKKKK


BUT WHY THO???

and I guess we will never know unless we go and play it ourselves, but if it is populated by that group of minds then I surely will not enjoy the experience.

Now...
If I take it from your side....
you are running a mod of THUG2 that is perhaps the coolest Tony Hawk related GAME EVER!

I do not say that lightly, all together and overall this is it.  in my eyes, this is the package to appeal to everyone who played the old games and it runs light weight enough on a ton of systems. AND THE ONLINE!  GENIUS!  And props to the ones who donate and etc to run OPENSPY server.

It's beautiful!

Anyways, if I was you guys and I'm trying to sell my product and grow my brand, I'm not gonna treat the user/customer/fanbase like they are fucking wasting my time.

That will ensure that nobody returns or inquires or downloads or uses anything.

SO ok if in your eyes you are right, which you aren't, but lets assume you were,  you still suck at the people skills of it. 

And you are never going to get off the ground like that.

Obviously this isn't your only project and I'm sure it is a team who run their fingers thru multiple pies, I get it.  Still no reason to tell me like 5 times that people play LEVEL MOD because of THPS3 and when I say why you say THPS3 you frustrator, why are you frustrating us?

This is obviously way out of hand and you have the freedom to do whatever you want with this post like hide it or delete it etc, you run the site.

My point is that, while you might own and run this shit, it doesn't matter if no one comes here and uses it.

And go take a look at the uploaded parks and see that 90% of this years parks are made by me.

You guys fuckin wasted an awesome opportunity with this mod and I wouldn't even be surprised to find out that you guys don't love it like I do.

Do you come home from work every day and make parks for 6 hours?
Probably not.

Do you dissociate into THUGPRO CAPS?
I bet you don't even know what that means dog...

If anything at all you probably drop in to a few online games do your same stupid combo on EAST LA that you do over and over and over you robots with no souls.

It fucking blows my mind that this amazing shit was found for creating levels with blender and the like and there's what like 12 uploaded parks?

HOW ARE PEOPLE NOT GOING APESHIT OVER THIS AND MAKING PARKS OUT THE ASS?????
Probably because nobody is here because everyone who runs this site, game, and servers is a complete cock hole who thinks they are literally upperclassmen who can treat you like trash.

I know every dude I know played THPS games and would go apeshit over this if they knew how easy it was to setup and play etc but the thing that makes it HARD to get into is YOU GUYS!

Thanks for creating something awesome and a sarcastic thanks for being so unbearable that you literally might as well not even have created it.

bye forever,
enjoy my parks
Good try guys, you almost did it


2
WOW THANKS FOR THE SIMPLE ANSWER TOMO! U DA MAN!

as for the discord....
idk I mean what can they tell me there that they can't tell me here?
Nothing.

Except in the discord they can GANG up on me in real time....

No thanks! ;)


3
eh... I've had some pretty bad times in that discord.

Mods are dicks

I give up

If anyone knows how to get this running right on mac reply but since there's only like 12 active members here and no one replied yet I guess I'm stuck for now.

Thanks for all your help!

Peace

4
Create-A- / Re: Custom Level Ideas/requests?
« on: February 19, 2017, 09:29:31 pm »
oh yeah and THPS2x levels! I agree with that

5
Create-A- / Re: Custom Level Ideas/requests?
« on: February 19, 2017, 09:27:22 pm »
I would really love to see THPS1 The Mall, even if just as a custom level!

Call me crazy but I'm thinking like Crash Bandicoot levels with rails added, like the side-scrolling platformer aspect.
I mean kinda like the downhill level ideas, continually advancing through the level.
And the death pits are probably fun obstacles.

I'd like to see some classic levels/maps everyone knows but with obvious and non-obvious skatepark/thps additions.
For instance, like a Halo DM map with obvious additions to make it a skatepark.
I say this because I thought the DUST custom level was awesome but obviously it is not designed to be skated.  I think it would be way more fun and people will not really care that it is not the same "exact" map.

I'm just thinking what is already 3D mapped that is easy to integrate here, videogames obviously.
Is there anyway to link this with google maps/earth?
That would be mind blown to skate my own neighborhood / favorite skate spot etc.
I don't know anything about 3D modelling so forgive me if this is dumb.

Can you just cut and paste different parts of THPS levels together?
I don't know for specifics but kinda like that one CAP tried to do, but this time it will be real.
Just for an experiment what about like taking THPS1 Warehouse and opening the wall to the left like in THUG2 Training level and just open it into like School or any other level for testing/fun purposes.

I'm just gonna throw some games out there for the sake of ideas:
-Medal of Honor (c'mon you wanna skate Normandy beach dday from frontline and grind the machine gun nests! Don't Lie!!)
-Donkey Kong 64
-Super Smash Bros? (some of the 1p levels too?)
-Morrowind (Balmora, Seyda Neen, Vivec, Ashlands etc etc)
-Tomb Raider's Mansion from Tomb Raider III (I think?)
-DOOM first level (not real 3D I know, so maybe not :[ ....)
-Blasto
-GTAs/TrueCrimes must have tons of 3D city maps
-Resident Evil (am I hi???)
-More FPS DM Maps (007's, Quake, Unreal, COD, Halo, CS, TIMESPLITTERS?????)
-Silent Hill (hi indeed)
-Aggressive Inline/JetSetRadio/MatHoffman/ATV/Motocross (check MX Freakstyle)
-CTR (crash team racing)
-Mario Karts (wii, double dash)
-Mario Party boards? like the over world game board map, not in minigame

I support 100% anything that is easiest and fastest for more content.
I kinda get it though, newer is easier probably but not so legal...

just my 2 cents

6
let me know if any of this is helping you help me or not.

and if it is a lost cause, then so be it.

7
I reinstalled with the plugin linked to thug_tools and just have a one object plane roughly size of grid, I also selected that autosplit feature.  Sorry for being a pain in the ass and I appreciate the help. http://thpsx.com/forums/Smileys/default/wink.gif



export like this:
Quote
20:53:51 [DEBUG]  Skipping Plane, it has 1 polys
20:53:51 [DEBUG]  Exporting object: Plane
20:53:51 [DEBUG]  offset obj list: 96
20:53:51 [DEBUG]  offset verts: 96
20:53:51 [DEBUG]  offset intensities: 144
20:53:51 [DEBUG]  offset faces: 148
20:53:51 [DEBUG]  offset thug2 thing: 168
20:53:51 [DEBUG]  C: 2
20:53:51 [DEBUG]  offset nodes: 172
20:53:51 [DEBUG]  writing material: _THUG_DEFAULT_MATERIAL_
20:53:51 [DEBUG]  writing material: Material
20:53:51 [DEBUG]  exporting object: <bpy_struct, Object("Plane")>
20:53:51 [DEBUG]  making shading for <bpy_struct, Object("Plane")>
20:53:51 [DEBUG]  the checksum is 1045222015


Should it say "Skipping plane"? as the first line?


8
Also btw I am using the thug addon tools v5 even tho there was also one not named v5 in that zip

9
I didn't have it linked, so I did so and now am getting a similar but new set of errors.



Here is what I got for file output:






Also, here is a link to what I got for output if that is easier to look at:
https://www.mediafire.com/?u8awfxk17lf9bt1

and the export log:
Quote
11:28:13 [DEBUG]  offset obj list: 96
11:28:13 [DEBUG]  offset verts: 96
11:28:13 [DEBUG]  offset intensities: 192
11:28:13 [DEBUG]  offset faces: 200
11:28:13 [DEBUG]  offset thug2 thing: 320
11:28:13 [DEBUG]  offset nodes: 332
11:28:13 [DEBUG]  writing material: _THUG_DEFAULT_MATERIAL_
11:28:13 [DEBUG]  writing material: Material
11:28:13 [DEBUG]  exporting object: <bpy_struct, Object("Cube")>
11:28:13 [DEBUG]  making shading for <bpy_struct, Object("Cube")>
11:28:13 [DEBUG]  the checksum is 3472969287

If anybody else has gotten this to work on Mac I would love your input!

Thanks again, sk8ace! I quiver in your omniscience!

10
Create-A- / Custom Level Tools -- Blender Error -- Mac Help Troubleshooting
« on: February 16, 2017, 09:28:47 pm »
Hey everyone,

Custom levels are freakin awesome, good job everyone involved!

However, I am not able to export a level correctly using the addon for Blender.

I am on Mac OS X 10.10 and maybe that's why?

I get similar errors when I export to THUG1 or THUG2.

Also what I get in the end for output doesn't look right according to the tutorial video.

Any ideas?






11
Create-A- / Re: EMPTY/TEMPLATE PARKS
« on: January 29, 2017, 07:51:35 pm »


yeah slightly different that was bugging me so bad 0.0

12
Create-A- / Re: EMPTY/TEMPLATE PARKS
« on: January 29, 2017, 03:11:11 pm »
Also Also @ Blaze that has been freaking me out that the pic in your sig is my desktop background.

Not with the cartoon dude n couch but that same soapfilm background. wtf.  is that code to take user's background image to freak them out or this a huge coincidence???

13
Create-A- / Re: EMPTY/TEMPLATE PARKS
« on: January 29, 2017, 03:10:12 pm »
Also is there any repository of CAPs besides what we have here?

I would have thought there would be hundreds from back in the day but I am having trouble finding many. 

I did find one zip of about 50 including like Ambrosia and The Berrics and some others but that was about it.

14
Create-A- / Re: I've made some thugpro billboards
« on: January 26, 2017, 11:27:24 pm »
Is there any way to display these on the CAP billboards?  I hate looking at that blue jeep thing all the time.

15
Create-A- / Re: EMPTY/TEMPLATE PARKS
« on: January 26, 2017, 11:23:56 pm »
Up to you sk8ace about templates section.  Maybe if more people post some of theirs?  On one hand I would like it if people would upload templates but on the other hand maybe it would be confusing to newcomers.  Maybe I should just sit on this thread and see if anyone uploads anything here first?

Also, ShutMeUp! that quoted thread is great info thank you.
I was always wondering what is going on there and I have noticed that raising and lowering anything except the default ground level floor takes up memory.  For that reason, I usually build my parks to be centered around ground level.  Is this logic wrong?  I could only follow that quoted post till the end, maybe the last paragraph I lose it.  The OP is saying to wait until the end to add dynamic objects, what he means by "dynamic"?  I kind of follow this theory I think... if our definition of dynamic objects is the same.  For instance, I usually start out with QP's then benches, rails, goals, gaps, small stuff, ground stuff.. in that order with saving in between and test playing in between everytime I add more stuff to make sure it doesn't crash.

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