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Messages - AxlRocks

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1
Create-A- / Re: Splinks' Custom Characters
« on: April 05, 2017, 03:27:06 am »
Really awesome! Green Goblin looks nearly official too. Just enough polys, right texture size, right saturation and detail on textures. I actually feel like I'm looking at a screenshot from 2004.

I'd lose my shit if someone ported Nemesis from Resident Evil 3/ORC or Megaman X.

2
The updater/launcher won't touch original THUG2 files, so replace decks/griptapes in THUG2's directory and you're fine. As for backups, going to be blunt but it's really a personal problem if the user doesn't bother to do it, but regardless, I'm sure plenty of people would be willing to send a copy of lost files. Or host them on Mediafire etc.

A con for using img files is the extra steps in saving and converting your graphic, but if you're doing one or two graphics it's not bad.

If you want to use the game's native format, you'll need these tools: http://www.mediafire.com/file/uyhphyb8bn4gefc/THUG2+Texture+Tools+by+defeat0r.7z

Deck graphics and griptapes are stored in "Tony Hawk's Underground 2\Game\Data\textures\Boards". Use IMG2TGA to convert the img.xbx file. You can rescale to whatever size you want (I've used up to 8x vanilla size for the entire set of griptapes, THUG2 engine is surprisingly flexible), just keep the dimensions a power of 2. The important thing to remember is when you're ready to save your graphic:

Convert to indexed image, then convert back to RGB, and then save without RLE Compression. I use GIMP, which has the options for that under Image > Mode. No idea for Photoshop or Paint.net. I should get with someone who uses those and write a comprehensive guide on this stuff, Texmod method included too.

Then when you drag your new file into TGA2IMG, type "y" for compression when it asks you. Should convert and there you go, just replace whatever file in vanilla THUG2 and you'll see your new one. Of course, only you'll see it online. Others will see what graphic you replaced.

3
Questions & Tutorials / Re: Xbox One Controllers?
« on: February 21, 2017, 05:34:50 pm »
I've used an Xbone controller with Xpadder. Xbox One controllers use the same XInput standard as 360 controllers, so it should work fine.

Either way, THUGPro has XInput support as of the recent update, so you shouldn't need Xpadder for it at all. I've not used the feature, I no longer have a controller and can barely play THUGPro due to this shitty PSU in my PC, but someone else can speak more on that maybe.

You can run the Xbox One controller wirelessly with an adapter. You can buy it in a combo with the controller on Amazon or separately, however the combo might contain the older controller model, which lacks a 3.5mm audio jack, if that's even something you care about.

Also worth mentioning that you can use a PS2/PS3/PS4 controller on PC if you prefer them, though there's a bit more setup involved.

4
Create-A- / Re: Hoffman Factory in THUGPro (THPS2 N64 ver.)
« on: February 14, 2017, 05:56:22 pm »
Curious: did you figure out the level format to rip it directly, or use some other means?

5
Go right ahead.

Thanks, I might post screens in a couple days. It's mostly done but I need to figure out a more neutral texture for the ramps/walls/ceiling since it's the same one and make a couple other fixes. Really enjoying the level too.

Short video showcasing the SM64 levels.

Keep them coming!

That's impressive! I really like the second half in Lethal Lava Land.

6

I literally thought that was ALL he said to port (or VC/LC) which just isn't feasible in my opinion, so I brought up the skatepark because of SF5's post yet somehow didn't even realize he mentioned it already in the same post. I think I skimmed over because I read SK8.William's post first and looked backwards just to see who it was a reply to, or something. Whatever though, anyway.


No. I meant whom ever ports the map, can easily manipulate the environment to fit with in what THUG PRO can handle. Rescaling parts of the map, cropping rivers and bridges, omitting interiors. You can create a very large map or one that feels big.

Naw I was talking about what Skatefilter said, or at least I think he meant literally the whole map. But yeah, I think it'd be fairly possible to make a "best of" condensed version of each city in San Andreas. Or VC/LC. That would be pretty cool if someone has the time and skill to do it.

7
Port the little BMX/skatepark from San Andreas. There's also the Kickstart sidemission interior, which might be interesting for skating.
So i just re-read sf5's post.. He just said to port SA. ō_ō
But yea, about the quote: I say the very same skatepark and the area around it could work, maybe porting the hi-poly models until the one park with the bridge and the cop star, probably the beach and the sewers behind CJ's house but that would depend on the author's choice, lol.
The OOB zone could be filled with the low-poly models (idea thanks to Soaring Wings' post!), also adding a few long vehicles to block a path and indirectly tell the player " 'You're not supposed to be here!' -Levelord". That way, we can avoid accidentally going through the OOB and losing a big combo, maybe even adding a line unintentionally! :P

Also, i think a few ramps should be added so that the skatepark isn't the only zone with ramps.
Y'know, for the sake of equality on these non-skatepark areas, take the beach with the wooden platform for example, so much space for things.. :l

I literally thought that was ALL he said to port (or VC/LC) which just isn't feasible in my opinion, so I brought up the skatepark because of SF5's post yet somehow didn't even realize he mentioned it already in the same post. I think I skimmed over because I read SK8.William's post first and looked backwards just to see who it was a reply to, or something. Whatever though, anyway.

My Funky Stadium port's now available in the community uploads.

Cool, that was quick! You mind if I try retexturing it?

8
Site General / Re: Added Custom Level Uploader
« on: February 08, 2017, 04:58:25 pm »
Port the little BMX/skatepark from San Andreas. There's also the Kickstart sidemission interior, which might be interesting for skating.

Kickstart - WikiGTA

Bonus points if you implement gunshots, sirens, the usual sounds of San Andreas in the level ambience. Oh, and maybe park a San Andreas BMX and the beta skateboard model somewhere.

9
Site General / Re: Added Custom Level Uploader
« on: February 08, 2017, 04:41:29 am »
A more realistic version of that level would be cool, but the original design gives it that nostalgic charm

True, I have no nostalgia for it personally since the last Mario Kart I played was for N64 lol But I feel the same about it. I wanted to get 8 or whatever, but with the Switch version coming, I might as well wait for whenever I get the console. (Likely scenario: 6 years later and the last Mario Kart I played is STILL Mario Kart 64)

10
Site General / Re: Added Custom Level Uploader
« on: February 08, 2017, 04:23:40 am »
Wow, awesome stuff! Would love to see non-THPS extreme sports games levels get ported/rebuilt, especially PS1 stuff. Thrasher Presents Skate and Destroy, Dave Mirra Maximum Remix, Grind Session, Razor Freestyle Scooter. Assuming anyone wants to figure out their formats.

I am going to add a "Version Number" option tomorrow so uploaders can let people know when an item has been updated.
Just throwing it out there, but might want to add a date field along with the version too, just in case the uploader doesn't label the actual readme, zip, or anything with the version number - the file dates in the original zip will still be valid for comparison. (By the way, new layout for file downloads looks great. First time I've seen it actually lol)

I'm working on a THUGPRO version of Funky Stadium from Mario Kart Wii.
I've been working on it for a few days now and it's almost complete.
I plan on making it way better than my THPS3 port.
This one will have accurate rails, ramps, OOB areas, & a loop.
I will most likely be uploading it here when it's done. (Hopefully soon, maybe in the next few days or so.)


I could see that being fairly easy to retexture to a more THPS/realistic look as well, and it looks fun gameplay wise. And of course, that would mean all the big banners need changed to Nokia and Jeep ads. And Mountain Dew and Butterfinger ads. I'd actually be interested in trying that after it comes out.

11
General THPS(X) / Re: New TH Game being Developed without Activision
« on: February 01, 2017, 06:13:52 pm »
I'm going to make a thought dump:

To be honest, I'm indifferent about it. I'm excited and think it can be something great if Tony chooses good developers and, perhaps more importantly, a good publisher. Definitely, the game needs to feel like THPS should, or hopefully like THUG should because I really think walking is too important a feature to ignore, but we also can't have 5 clothing packs at launch, an exclusive pre-order level, region exclusive DLC and collector's edition, and so on.

But on the flip side, I'm entirely for good "DLC" practices. In fact, I would love to see them make a content platform rather than just a game. Something that is continually expanded upon. Instead of going the Activision/traditional route of new game, new multiplayer community, added levels, added mechanics etc, -- no, build upon the original game. The sequel should integrate completely with the original.

Or to put it another way, be like THUGPro. One community, one massive game.

And two more important things to me: PC version. Absolutely need a PC version. And also, mod support. That could be really great for the community and the game longevity, and in turn, great financially. Stuff like CAP or CAS should be as customizable or even more so than the Neversoft engine, (no pre-defined textures on clothing/body parts that I can't colorize!) but mods would take it to the next level.



But for real, at least make a good PC and console game. (No, but for real, real, mod support and make it a content platform, Tony!)

12
General THPS(X) / Re: Problem with the text bug stretching like that
« on: January 27, 2017, 08:28:54 pm »
I've had this issue as well and never use TexMod. I can't figure out a way to consistently reproduce it. It's very rare, very random. Typically the number zero is what glitches for me, for what that info is worth.

I chalked it up to a bug caused by ReShade/SweetFX, which I always use, but apparently not. It may exacerbate it, though.

13
Rest in peace, man... And I'm sorry for your loss, Dragon, and anyone else who knew him well.

I don't know if I ever actually played a round with him, maybe once or twice for a short period of time, but one of his streams of THUGPro was the reason I decided to round up enough cash and buy a new PSU just so I could get back to playing it. I'd say that was a pretty good decision. There's been a lot of positivity come from that. So thanks for that, definitely.

I'll try getting THUGPro running on my laptop to hop online and play a few rounds. I totally suck at the kind of shit he could do, but it just seems like a kind of fitting way to honor his own love of the game, I think.

14
General THPS(X) / Re: THUG Updated Compatibility Release
« on: December 20, 2016, 09:49:45 pm »
Awesome work! Will try this out soon if I can.

15
Create-A- / Re: I've made some thugpro billboards
« on: November 29, 2016, 08:25:31 pm »
These are pretty great! My favorite is the Goat dating service. I'd love to see them added in-game. The THAW ones would be great for pre-update teasing.

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