I made a map editor for Twisted Metal 2 - Could use some PS1 info

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Marltoro
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I made a map editor for Twisted Metal 2 - Could use some PS1 info

Post by Marltoro » February 3rd, 2018, 6:51 pm

https://www.youtube.com/watch?v=5l0QXE1s4N0
https://www.youtube.com/watch?v=uDkPiW04G8E

Twisted Metal 2 came out for both PS1 and PC. I reversed engineered some of the file structures for the PC version which actually used a lot of the same assets from the PS1 version such as using TIM files for the textures. The map/vehicle mesh files for the PC version of TM2 use the DPC extension while the PS1 version uses the DMD extension. Were there standard mesh formats used by Sony that could help me figure out more of the DPC file structure and does anyone know how polygons were sorted? Sometimes large polygons in TM2 can overlap each other and show polygons in the wrong order.

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Nomad
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Re: I made a map editor for Twisted Metal 2 - Could use some PS1 info

Post by Nomad » February 4th, 2018, 5:41 pm

I think the most common format is .TMD, that being said alot of games use a container or archive file format for packaging mesh,.tim tex etc together, also this is really cool, I love seeing stuff like this,

http://lgt.createaforum.com/index.php
a guy who goes by "leo2236" does alot of stuff like this for old psx games using delphi/openGL , if you browse the tools section here you can see a boat load of editors for a bunch of titles, he might be worth asking.

Also i noticed in the psy-q docs there is a file format pdf which contains some info on mesh formats

Marltoro
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Re: I made a map editor for Twisted Metal 2 - Could use some PS1 info

Post by Marltoro » February 5th, 2018, 9:33 am

Nomad wrote:
February 4th, 2018, 5:41 pm
I think the most common format is .TMD, that being said alot of games use a container or archive file format for packaging mesh,.tim tex etc together, also this is really cool, I love seeing stuff like this,

http://lgt.createaforum.com/index.php
a guy who goes by "leo2236" does alot of stuff like this for old psx games using delphi/openGL , if you browse the tools section here you can see a boat load of editors for a bunch of titles, he might be worth asking.

Also i noticed in the psy-q docs there is a file format pdf which contains some info on mesh formats
Found this:
http://wiki.xentax.com/index.php/Playstation_TMD

Yeah TMD was right on the money. It's obvious that the DPC (TM2 PC Mesh Archive) and DMD (TM2 PS1 Mesh Archive) files were heavily modified versions of TMD. The only thing I may ask leo about is if he knows how polygons were sorted. But I'll look in the psy-q docs later tonight.

Some of you may not know this but the PC version of TM2 has online multiplayer and at some point we'll be able to share maps and play them online too. I also made a patch for the game that allows HD (2k+) textures.

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