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Nadeo hides ability to make custom cars in title packs?

Posted: 28 Jul 2015, 22:40
by Dommy
Prologue

Code: Select all

<player_item></player_item>
In title packs for ShootMania, we can specify a custom Character object replacing default hitbox/bounding box, model, eyes height and speed. These objects are stored in Items/Characters/MyCharacter.Item.Gbx, similar as custom blocks and we can easily make them using NadeoImporter and customize hitboxed with ItemEditor. Character forced in title pack is used everywhere - in editors and all multiplayer modes. For example, you can make players play as Toads from Invasion on all servers.

The hint
Was browsing TM-Wiki and found this:
GBX wrote:Note: In class CGameItemModel the enumerators are: 0: Undefined, 1: StaticObject, 2: DynaObject, 3: Character, 4: Vehicle, 5: Spot, 6: Cannon
Among static blocks, dynamic pickups, characters, cannons shooting with custom actions and spot with triggers there is one kind, we all were waiting for: Vehicle. Vehicle?? Vehicle!!! That does mean, if we can force a Character item in ShootMania titles, we can also force Vehicle item in TrackMania titles! Tons of possibilities. Florenzius' project(s) finally done. Realistic cars like in Gran Turismo. Mario Kart.

Obstacles
I know custom cars are possible but Nadeo doesn't want to give us such thing. We don't know specifications for Vehicle object type in GBX headers. But it's possible to extract car physics from TMUF using pak tools. Just imagine now inserting customized cars... But in TM2 there are way less phisics parameters for cars than TMUF had. For example, we can forget about Desert car in TM2, due lack of parameter used to balance on two wheels.

Summary for lazy people
Custom cars. It's possible. We have to wait. It's done when it's done.

Re: Nadeo hides ability to make custom cars in title packs?

Posted: 28 Jul 2015, 22:57
by TMarc
Great idea :thumbsup:
And please do not limit it to just one car per custom title.
A title pack creator should be allowed to propose as many cars as desired.
This also means that the title pack should also allow to optionally disallow player local custom skins.

Re: Nadeo hides ability to make custom cars in title packs?

Posted: 28 Jul 2015, 22:58
by meuh21
I don't know if I understand well... TM spirit is thesame gameplay for everyplayer. So it's normal if we can't change this.

Is forced the car useful ? Depend on what mean "forced" the car. For my part i think it's ok if people want to play with his own custom car or skin. It' also a important part of TM creative community. But would be really nice to have the possibility to replace the "default" car by a special car. So grey canyon or valley car (or random skin) will be replace by THE title custom car.

We ask many times and once Hylis said this feature it's not very "ask" by players. So Spaii, you and me, we are now 3 to ask :mrgreen: And we know custom cars with new gameplay parameters will appear in title pack (gravity powaaaaaa) so it's the right year to have this new possibility. It's maybe less important than many other things but would be nice and coherent to implement that. And maybe not so difficult ?

Image

Re: Nadeo hides ability to make custom cars in title packs?

Posted: 28 Jul 2015, 23:07
by Dommy
I mean, we probably will be able to replace car used by environment with a custom one. And we can already be not fair, changing Gravity, Accel and Control for different players with different values. :P

Re: Nadeo hides ability to make custom cars in title packs?

Posted: 28 Jul 2015, 23:58
by Trylk255
I am also very interested in this feature, I request this too!

Re: Nadeo hides ability to make custom cars in title packs?

Posted: 29 Jul 2015, 14:39
by wooloo
+1 for this from me too, as you said, it would be awesome to have it for the WIP² Project we're woring on lately!