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TMU/NF Mods NOT Compatible with Stadium "2"
Posted: 27 Feb 2013, 18:28
by kripkee
Hi all,
1.) I tested some of my old mods in TMNF. I saw it works.. but not it all. Nadeo (or somebody else), can you tell us, which files got new names, pls?
Re: TMU/NF Mods Compatible with Stadium "2"
Posted: 27 Feb 2013, 18:53
by Fix
/Moods/Day(or anymood)/
AmbCubeP.dds : (cubemap 16.16.16.16 used to light the clouds)
SkyColor.exr : same as shootmania (but not canyon, now it's a 180° sky panorama)
/Image/
StadiumDirt_D
StadiumDirt_N
StadiumDirt_S
StadiumDirt_X2
StadiumDirtRoad_D
StadiumDirtRoad_N
StadiumDirtRoad_S
StadiumDirtRoadBorder_D
StadiumDirtRoadBorder_N
StadiumDirtRoadBorder_S
StadiumFence_D
StadiumFence_N
StadiumFence_S
StadiumGrass_D
StadiumGrass_N
StadiumGrass_S
StadiumGrass_X2
StadiumRoadBorder_I (blue neons in night moods)
StadiumControlInterior_I (green light in Glass buildings in nigh moods)
StadiumWarpSpots_I (glow off spots on night moods)
CarFxImage\
CarDirtMarks
CarDirtSmoke
_S (Specular) and other engine/mood tuning works the same as for shootmania or canyon.
Hope I'm not forgetting too much things (waiting for skeleton confirmation

)
Re: TMU/NF Mods Compatible with Stadium "2"
Posted: 27 Feb 2013, 18:58
by kripkee
Thx a lot !

Re: TMU/NF Mods Compatible with Stadium "2"
Posted: 27 Feb 2013, 19:00
by Skeleton
Fix wrote:Hope I'm not forgetting too much things (waiting for skeleton confirmation

)
Checking it all later but I have noticed (not sure it this is a texture problem) the stars are shining in the day

Re: TMU/NF Mods Compatible with Stadium "2"
Posted: 27 Feb 2013, 19:14
by Fix
Actually, Day stars is not really a bug. I've enabled them when converting the skies to the new clouds/skies engine, then have been asking myself do I switch them off or not?
Looks more fantastic and orbital than terrestrial canyon or valley ;p
Re: TMU/NF Mods Compatible with Stadium "2"
Posted: 27 Feb 2013, 19:25
by Skeleton
Fix got a God complex "Do I turn the stars on or off"
My old Stadium mods are looking really bad so far.
Old Stadium Normals had red channel cut and pasted into alpha. Is this going to cause problems?
Old Stadium speculars were a lot different too.
I got an old mod called Another World, it was quite dull and dark, now it's really bright and shiny

Re: TMU/NF Mods Compatible with Stadium "2"
Posted: 27 Feb 2013, 19:36
by metoxys
Fix being as cooperative and helpful as usual <3
Re: TMU/NF Mods Compatible with Stadium "2"
Posted: 27 Feb 2013, 20:04
by Fix
Skeleton wrote:My old Stadium mods are looking really bad so far.
Old Stadium Normals had red channel cut and pasted into alpha. Is this going to cause problems?
Old Stadium speculars were a lot different too.
I got an old mod called Another World, it was quite dull and dark, now it's really bright and shiny

Normals are the same for both
Specular were totally different and are totally not compatible (no crash, just ugly).
here is the StadiumRoadS before and after (much darker for this one)

Re: TMU/NF Mods Compatible with Stadium "2"
Posted: 27 Feb 2013, 20:19
by Skeleton
The answer to this topic depends on the mod. If you use a mod that's only got the diffuse textures changed then other than the _D textures Fix mentioned they should be ok.
If using a fully textured mod (like all my mod were) with all normals and speculars changed then no they wont work. All speculars and normals will need to be done again.
Another World Mod In TMNF
Another World Mod In TM2Stadium
Fix wrote:
Normals are the same for both
Sorry Fix but normals aren't the same here
Normals loaded into Photoshop
Airship Normal TMNF
Airship Normal TM2Stadium
Re: TMU/NF Mods Compatible with Stadium "2"
Posted: 27 Feb 2013, 20:40
by Fix
ah yes, you're right, normals were just DTX5 *.dds in TMNF, now it's a special format. You just need to resave them into the new format, the source before the new compression is the same as TMNF.