Тёмный

Tutorial on how to make custom maps with Blender for Tony Hawk games 

Larxian
Подписаться 1,8 тыс.
Просмотров 5 тыс.
50% 1

Hey everyone, so here's a (long) tutorial on most of the basic stuff you need to know to make custom maps and export them to Thug Pro.
I forgot to talk about it, and everyone I explained here can be used for ports too, but if you plan to import maps from other games and port them to Thug Pro, there's no universal way to do this, you will have to find a way to get the map model somehow and this is really a case by case method different for all games, that's why I didn't mention it here.
I also forgot to talk about wallrides, but that's super easy, you just have to click on the "auto-wall" feature in the thug plugin menu and it will apply wallrides on all vertical walls.
A few more precisions about lightmaps : If you have very noisy lightmaps in dark areas, this is where you will need to use a higher samples number, 128 is fine for the light areas but usually working with at least 256 is better, and I sometimes had to uses number as high as 1024 or 2048 in very dark areas. You can also use the "ambient occlusion" setting value to bake dark areas lighter (don't push the value too much or it will be way too bright, just use low values to make very dark areas a bit less dark).
Sorry for my english :p
Tony hawk archive website:
tharchive.net/misc/io_thps_sce...
Timestamps:
00:00 Introduction and basics of the plugin and blender
10:21 Materials and textures
16:50 Water shaders
21:15 Importing objects from other blend files
23:40 Explanations on collisions
29:59 Z-bias values and flickering issues
35:21 Materials and texture blending for transparecy
39:23 Vertex Alpha (to make some parts of objects transparents for better transitions)
41:17 More about transparent texture display in blender render
43:03 Normals
47:57 Noding (how to add rails for grinds and how they work)
56:55 Making objects compatible with Graffiti mode
58:56 Verts (and making a ramp object)
1:01:52 Out of bounds and teleports scripts
1:03:10 Occlusion culling
1:07:10 Some other thing about collision and why snapping is important
1:09:00 Lightmaps

Игры

Опубликовано:

 

7 июл 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 54   
@BrandNewByxor
@BrandNewByxor 4 года назад
Nice. I was wondering if this exact video existed anywhere last month. Thankfully this one is made by a mapping wizard and not somebody who installed blender last week
@Larxia
@Larxia 4 года назад
"mapping wizard" lol Glad you enjoy it!
@THPSVideos
@THPSVideos 4 года назад
Amazing work, will definately try some stuff with this! Thank you very much for that work. much appreciated
@GornoBiggs
@GornoBiggs 4 года назад
This tutorial is extremely useful, thank you so much dude.
@Larxia
@Larxia 4 года назад
I'm glad it can help some people!
@SorcererOfSoup
@SorcererOfSoup 4 года назад
wow thanks. i was using a written tutorial to work on a map but this is much more straight forward
@FlowUrbanFlow
@FlowUrbanFlow 3 года назад
Wow! That Baltimore map looks really good! I've only been to Baltimore once, but that brought me right back. I would love to see someone capture Philly in that light. In THPS there was Love Park and FDR park, and THP8 they had some shitty downtown streets. I'd love to see places like Penn's Landing get some show, and maybe the art museum
@punkDTH
@punkDTH 4 года назад
My Hero XD Awesome
@Matrix717
@Matrix717 4 года назад
This tutorial helped me in lot of things, but what I didnt understand was the "snapping" part. How to enable it?
@RewindGPs
@RewindGPs Год назад
Hey Larxian, First off, thanks a lot for making this video, it helped me so much, as im trying to make a custom map right now, and didnt even know where to start. I got a few questions, is the latest plugin version still for 2.79 at most? I'm currently doing the rough map in 3.3 and then copy pasting the objects into 2.79, which works decently well enough. Also; regarding lighting, when i bake my lightmaps, some objects have like a black shadow halfway across them, which i cant get rid of it (its only the lowest layer of objects, too), its hard to give proper support like this, but maybe you have an idea? Maybe some kind of clipping issues could cause this? Thanks again for doing this, there isnt a lot of documentation on this.
@Larxia
@Larxia Год назад
There was a build for 2.8+ that started being developped but I think it didn't get very far, I never used it personally but I think you can find some informations here: github.com/denetii/io_thps_scene From what I remember it doesn't support lightmaps. About your lightmap issue, did you try switching between lightmap / smart baking modes? It applies the UV map for the lightmap differently which can fix issues depending on specific situations. The problem could also be if you baked an object, then edited this object, and baked it again, the lightmap uv won't be correct anymore, so you need to unbake it before baking it again to have a proper lightmap uv.
@RewindGPs
@RewindGPs Год назад
@@Larxia Thanks for the Link, ill try it out later, it "looks" promising, but it might just be a broken mess. I'll see. I've gotten a bit further with the lightmaps problem, but the problem still exists, so i will try to do the "smart" method. I keep coming back to this video for some small hotkeys and tricks i totally need. One of them being the way to copy the lightmap settings to all my objects... I will need a similar way to copy the "collision & render" options, because i need to toggle a lot of scenery elements off.. Edit: i.imgur.com/e5o9rix.png It just got done rendering my scene with the "smart" option, sadly its still the same problem, its like some faces of the object are rotated 180° but i cant possibly go around and switch them all... :X
@Larxia
@Larxia Год назад
@@RewindGPs What I do for collision objects is that I have all of them in a group, that I name collision. Everytime I add a new collision item that is only a collision and not a scene object, I add it to that group. When it's all in a unified group like this, you can simply uncheck the camera icon on the content browser on the right side. I recorded it, like this: streamable.com/bg8r9v To create a group, select an object (or multiple ones like here) and press CTRL+G. Now they will be highlighted in green instead of orange, because they are part of a group. You can change the list from "all scenes" to "group" to see the list of existing groups, you can also rename them by double clicking on them. If you want to add a new object to an already existing group, you select this new object, and another object from that group, and press ctrl + shift + g, it will then show you the list of groups the selected object is part of, and you can select which one you want your new object to be added to.
@mikehansenHamburg
@mikehansenHamburg 4 года назад
Hi Larxian, What can I do when the lighting is very dark in material mode? There is one lamp in my project but everything far away from it is almost black. Ingame it's fine. I'd like to have the lighting in blender like in the game, any idea?
@Larxia
@Larxia 4 года назад
You have to turn on environment lighting in the world tab on the right (with the planet icon). This will make the whole scene lit in a flat way, I recommend this over using a lamp for material mode as it will give you a more representative look of the final result, and it's better to work on lightmaps with this so you don't have lamps in the way conflicting with the preview result.
@SlyCooperReloadCoded
@SlyCooperReloadCoded 4 года назад
You can't do this in Unity? I recently learned the basics of it and I really don't feel like learning a different engine just for this.
@Larxia
@Larxia 4 года назад
No, these are two very different things. Even if you work with unity you will need 3D modeling softwares at some points anyway if you want to create your own models, game engines have their limitations to what you can create directly in them. The plugin has been made for blender, so you need to go through blender to use all the compatiblity options. If you really want to create your level in unity, you could try to see if you can export your scene as a .obj or fbx, and then import that in blender before exporting it for the game, but you will need to use blender anyway to set the materials correctly for the game etc.
@joeymph01
@joeymph01 6 месяцев назад
is it possible to convert skatepark meshes + textures from Sketchfab to thug pro?
@Larxia
@Larxia 6 месяцев назад
If you can export to obj or fbx then sure! Just have to import that back into blender
@Larxia
@Larxia 3 года назад
1 - It seems like there is a problem with the builds on the plugin's github page, since I've seen many people, myself included, not able to find the most recent update of the 2.79 version of the plugin. So if anyone struggles to find the updated build, here's mine that I uploaded: mega.nz/file/syJgwRBJ#cDXO7Gwgwo4B-obkU00WKs0MWwr3ulXk5hLLiI0oXic You need to extract it in ""C:\Users\Username\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons" and it will update your build. It should say 1.2.0 in the addon informations. 2 - Alternatively, I also packed a portable installation of blender, with everything already pre-configured with the thps plugin installed. No additional tweak or downloads needed. This is a completely portable installation (you don't need the stuff from the link above if you use this), with all the settings self contained inside it, so you can have this without affecting your main installation of blender, in case you're also using another one. The only thing needed, is to extract the thug_tools folder directly into C:/, because Blender can't start if it can't find the thug_tools content for the plugin, so I made it on C:/ as default to be easier. Once this is done, you can move it anywhere else if you wish to, just remember to also change the location in the plugin settings. If you do want to change it, then : user preferences > add-ons > THPS Scene Export/Import, and change the "base files directory" to your new thug_tools folder location. You can also look for the thug 2 and thug pro game directory, if you want the plugin to show thug 2 and thug pro models in blender. Link: mega.nz/file/4nQzBA5Q#-5ksUXQ0mcG2kav34Rb9SmqFb5av6QSmNQyRiMz5e00
@BadArtProductionsInc
@BadArtProductionsInc Год назад
Which ThugPro Version are you using?
@perms2787
@perms2787 7 месяцев назад
the website is down where can i get it?
@dreday8999
@dreday8999 2 года назад
Is Blender the only option for TPRO or can I use Maya or 3DS Max? Is this plugin only for Blender?
@Larxia
@Larxia 2 года назад
Blender only yes
@Kodard69
@Kodard69 2 года назад
i have the plugin installed and everything. but when i go to put down any of the thug nodes, theyre just wire mesh boxes?
@Larxia
@Larxia 2 года назад
Aren't you just using wireframe view? You can switch between solid view and wireframe view with Z
@Kodard69
@Kodard69 2 года назад
@@Larxia im not in wireframe view either :/ the boxes i create arent wireframe, only the stuff from the thugpro plugin? Ill try to figure it out again when i wake up fully.
@Kodard69
@Kodard69 2 года назад
@@Larxia i figured it out. instead of manually installing the plugins, i installed it from the user settings in blender. everything is working good now!
@lucashoffmannn
@lucashoffmannn 20 дней назад
Hi, excelent video but it seems it's outdated, I'm having some trouble following it properly :( Would love to see an updated version, apparently the io_thps_scene addon supports blender 2.8> now
@Larxia
@Larxia 20 дней назад
"supports" is a big word, if it's like how it's been for a few years, then it's a very limited support compared to the 2.79b version
@Matrix717
@Matrix717 4 года назад
So I have only one problem. I'm porting Grove Street from GTA SA, I've applied some vertex colors and there's one problem - u know, objects are made from faces that are triangles, so Yeah in-game one or two of these triangles (faces) are flickering, so when I come closer to the object, one of the faces is losing that vertex dark color and is showing its non-vertex colors (bright). And its like flickering, not between objects, but between colors (vertex/normal). Z-bias cant help me. Idk what to do. Maybe you know?
@Larxia
@Larxia 4 года назад
You most likely have some duplicated faces that conflict with each others, try to delete these specific faces to check if there isn't another duplicated one hidden under it.
@Matrix717
@Matrix717 4 года назад
Ok
@producedproductions
@producedproductions 3 года назад
Think this could work for Skater XL? Not the grinds but the map/level creation process?
@Larxia
@Larxia 3 года назад
Totally different engine, not related at all. I mean if you plan to build the maps in blender, I guess some of the stuff I say here could be useful, but a modeling tutorial would probably be better, because all the rest is just related to tony hawk.
@producedproductions
@producedproductions 3 года назад
@@Larxia cool. I was wondering if there was a way to use the add on in Blender, but then import maybe the blend file or fbx of just the map into unity for skater xl haha. I have a hard time putting my maps together and this looks totally user friendly for getting ideas out
@Larxia
@Larxia 3 года назад
@@producedproductions The addon is really just for the tony hawk stuff, you don't need it to make a 3D scene in blender for unity.
@producedproductions
@producedproductions 3 года назад
@@Larxia makes sense. Thanks man
@kash_KIA
@kash_KIA Месяц назад
heyoh ive tryed this link for the plugin everywhere i could find and it doesnt work is the website down?
@kash_KIA
@kash_KIA Месяц назад
also is there anywhere else i can get the plugin if so
@Larxia
@Larxia Месяц назад
You're right it looks like the website is down / gone. Here's a pack I uploaded containing the correct version of Blender + The plugin, already pre installed as a portable version. mega.nz/file/4nQzBA5Q#-5ksUXQ0mcG2kav34Rb9SmqFb5av6QSmNQyRiMz5e00 There are some infos in the included readme.txt on what to do to install it, but you can ask if you have issues.
@ips2124
@ips2124 3 года назад
i don't have the "generate skybox" options at 2:08
@Larxia
@Larxia 3 года назад
Did you try updating the plugin with a newer version? You might be using an old one or something, I'm not sure, this shouldn't be missing.
@ips2124
@ips2124 3 года назад
@@Larxia do you need a newer version of blender for the updated plugins or does it work with 2.79?
@Larxia
@Larxia 3 года назад
@@ips2124 Hm, I'm not sure how it is right now, I know a 2.8 version is in progress with a beta build, but I think the updated versions for 2.79 are still available. 2.79 is still the best blender version for thps so far.
@Larxia
@Larxia 3 года назад
@@ips2124 For some reason I can't find the updated builds anymore on the github, not sure what happened. Here's the files from the version I'm using: mega.nz/file/syJgwRBJ#cDXO7Gwgwo4B-obkU00WKs0MWwr3ulXk5hLLiI0oXic You need to extract it in ""C:\Users\Username\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons" and it will update your build. It should say 1.2.0 in the addon informations.
@ips2124
@ips2124 3 года назад
@@Larxia i solved it. in case any else has the same issue, replace/update the files with this if you're on version 2.79- github.com/denetii/io_thps_scene/archive/refs/heads/blender2.79.zip
@realkhranyewest4627
@realkhranyewest4627 Год назад
are there any limitations on how big a map can be?
@Larxia
@Larxia Год назад
There is a size limit, but it's pretty big. My baltimore map is just about the default size limit, but you can also increase that limit by 2 on each axis, so 4 times bigger, although it will make online less precise (like possibly more lag when observing people etc). It's pretty difficult to make maps this large fun to play though, so the biggest worry is usually not just the surface itself but memory limitations in other things like noding, number of materials, complexity of the geometry etc.
@realkhranyewest4627
@realkhranyewest4627 Год назад
@@Larxia so your baltimore map is default and plays well? is it up for download? i think about using it as a size reference i wanna try to create my hometown and high school for some nostalgic kick haha
@realkhranyewest4627
@realkhranyewest4627 Год назад
@@Larxia is it possibe to let the character switch between maps by using some kind of portal so you could link 2 maps together and switch between them without having to load both of them at the same time?
@Larxia
@Larxia Год назад
@@realkhranyewest4627 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-r1Ex1wWCTmY.html This is the trailer thpsx.com/creation-details/?obj=2650 This contains my 3 maps packed together, recently updated.
@realkhranyewest4627
@realkhranyewest4627 Год назад
@@Larxia damn thats awesome! is there a tutorial on how to add NPCs in the Maps?
Далее
3 Hours vs. 3 Years of Blender
17:44
Просмотров 4,1 млн
Harder Drive: Hard drives we didn't want or need
36:47
Редакция. News: 124-я неделя
52:01
Просмотров 1,3 млн
VFX Artist Explains the HARDEST Visual Effect to Make
15:39
10 Minutes vs. 10 Years of Animation
19:29
Просмотров 467 тыс.
1 vs 1000 guitar picks (5000 picks/second)
15:32
Просмотров 1,6 млн
How I Got Hired as a Character Artist For Games
20:52
Просмотров 480 тыс.
The biggest lie in video games
15:18
Просмотров 1,5 млн
Dear Game Developers, Stop Messing This Up!
22:19
Просмотров 690 тыс.
Tony Hawk’s Pro Skater 4: ALL SPECIAL TRICKS!
14:05
Просмотров 169 тыс.
Как я играл в Resident Evil Village
1:12:38
Просмотров 412 тыс.