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Tabasco

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Friday, September 10th 2010, 5:07pm

How to make mods for your tracks

Introduction
Nearly every RPG is built with a mod. Maybe you want to build an RPG by your own but you do not want to choose an already existing mod. In the following tutorial I am going to explain step by step how to make a good mod.

Before starting
Before you can start modding you need of course a graphic program.
You can use Photoshop or GIMP but these programs need a dds(Format of TM graphics) Plugin or DXTBMP. I am not going to explain that anymore, because it is much easier to start with Paint.net. This program is very userfriendly and it is perfect for your first mod.
Download it here: PAINT.NET

First steps
Open the following folder:

D:\Program Files\TmUnited[Nations]Forever\GameData\Stadium\Media\Texture\Image

You will now see a lot of files. Don´t be scared^^ You don´t need all of them, in fact you need less than the half.



Now open Paint.net. You should now see this screen:





Getting started
Load any texture you want from your “Image” file and start modifying:
In my example I loaded StadiumRoadD.dds, later there will be a screenshot with the most important textures.




Changed to: (example from GM)




To change the textures you can use the tools of the toolbar at the left or you can play with the adjustments and the effects.
When you make something wrong, just press Ctrl+Z to remove the previous step.




You can also use already existing textures. The stones in GM for example are existing textures.
You can get a lot of textures from these sites:
NOCTUA Graphics Website
[CG Textures] - The worlds largest free texture site
Mayang's Free Texture Library
Textures library - free surfaces for 3ds Max, LightWave
You can also google for textures!

Pack it into a zip for installing it
First put all of your changed files into a file you must name “Image”:




Then right click on “Image” and then click on “Add to archive” To click this you must have WinRar installed
The name of the archive will be the name shown in TM. The created archive must be a zip archive:




After this step you must place your “Mod Tutoral.zip” file into the following folder:
My Documents\TrackMania\Skins\Stadium\Mod
If this folder doesn´t exist, just create it

If you made everything correctly you can now choose your mod when you start building a track.

Improve the mod

Icon:
You can also create an icon what will be shown over the mod name in TM.
To create an icon, simply create a new project with the width and the height of 256x256px.




You can now fill in this square with anything you want. When everything is done save it as “Icon.dds”.

Then you have to pack your zip-archive again but this time mark the Folder “Image” and the file “Icon.dds” and click on “Add to archive”. Then you must repeat the old steps.

Loadscreen:
To make a loadscreen for your mod just create a new file as in “Icon” but this time with width and height of 1024x1024px. Just edit it how you want. You can also use pictures from google (same for the icon).
Then save it as “LoadScreen.dds” and put it into your “Image” file. Then pack your archive again.

Mood:
To change the mood(s) of your track open the following folder:

D:\Program Files\TmUnited[Nations]Forever\GameData\Stadium\Media\Texture\Moods

Now you can first open the "Cloud" files to change the clouds (Day/Night Clouds)^^
When you did this open the folder of the mood you want to change, for example "Day".
The most important file in this folder is "LightSun.tga". When you change it, the sunlight color will chnage. Also the "GrassPC0.dds" the "GrassPC2.dds" files are important. Because you will still see a green shining when driving over your (for example) yellow grass, when you don´t chnage that files, too.
To add these changes to your mod you just have to zip the "Image" folder, (the "Icon.dds" file) and your new "Moods" folder in "Modname.zip" archive. Then install it.

Finally create a locator
The mod will only be shown by other people when you create a loacator.

Everything to this topic in Tecfans turorial

Screen of the most important files you need



Click to enlarge

When you do not know the name of a texture you want to change and it is not shown at the screenshot, ask in comments, I will answer.




For Photoshop owners or users of the free trial-version, I recommend the following tutorials which can help a lot:
Creating a seamless texture using the offset filter. For example making textures for StadiumCircuitD.dds is a lot easier with this method.
Using the MatchColor-adjustment to give your textures a universal color appearance.
Blending in and out certain parts of your textures, making it very easy to combine multiple textures

Made by: Brainshaker

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Users who thanked for this post:

Skeleton (19.07.2011)

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Thursday, April 14th 2011, 2:59am

Very nice tuto !!! thanks! (even if i know most of this ^^)
This will be very good for even someone who never did a mod.
Its simple, efficiant,right on the important details.

++++++++++++++++++++++++++++++++++++++++++++

I just wanna add something I found during the creation of my Mirror's edge mod:

-In that mod I was using a lot of white colored textures.
To avoid having flashy grass, of course you will change the grassPC0 and PC2
but also the Grass.dds from that same "mood" folder.
The Grass.dds as to be gray (not too dark) because your grass will turn black and you won't see the texture you put in StadiumGrass1 and 2.

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racer123

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Sunday, July 17th 2011, 3:22pm

how i save the chances?
i know is DDS-paint.net have DDS,but how i need to save?
racer123 ^^

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Sunday, July 17th 2011, 11:25pm

hi!
example here:

1. StadiumCircuitD (Diffuse texture)
this one is save in DXT1-1 BIT ALPHA (Except if you need transparency)

2. StadiumCircuitS (Specular maps)
this one is save in DXT5 -INTERPOLATE ALPHA
be sure to add a "alpha channel"
(***can be created by copying the red,green or blue channel into alpha channel)

3.StadiumCircuitN (normal maps)
this one is save in DXT5 -INTERPOLATE ALPHA
be sure to add a "alpha channel"
(***can be created by copying the red, green or blue channel into alpha channel)

help here:

TUTOS HELP

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racer123

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Sunday, July 17th 2011, 11:33pm

but i need to save the specular and normal maps?
racer123 ^^

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Monday, July 18th 2011, 6:20pm

Yes you need to saved them if you dont want to see a mix of your "picture" and the original tm depth details and lightning and shadows.

have a try you will see, but last night i did a short tuto for this explanation ^^
have a look here


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Skeleton

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Tuesday, July 19th 2011, 8:09am

Your Diffuse is DXT1 and doesn't need a 1 bit alpha. A one bit alpha is a 2 tone alpha of black and white no greys. Black transparent, white visible areas. In most cases you want all your Diffuse visible so no alpha needed. If you save with 1 bit alpha and reload your Diffuse back into Photoshop and you will see it's had an alpha added (usually all white) . Also when making your normals don't change scale, it'll make it look ugly. alternatively make your normal, duplicate your normal layer and change your top layer to overlay. This will heighten your normal without looking ugly. Duplicate layer again to make higher.

A word of warning. If your graphics aren't very good you may not even see your normals ingame and in some cases you might not even see your specular,

moi57

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Thursday, July 21st 2011, 2:35am

Mod

This video show u which texture will go on which block

> :thumbsup: TM-Tube - Your TrackMania Video Portal - Mod Tutorial [Editing Textures] - Trackmania RPG Blog :thumbsup:

For hosting a mod or other file very easyly just try this site >> :thumbup: DropBox :thumbup:


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Thursday, July 21st 2011, 12:47pm

but using paint.net.
because paint.net dont have chanels
racer123 ^^

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Thursday, July 21st 2011, 5:20pm

when you use paint net you can´t really edit the N. files,

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