Go to footer

RPG TitlePack 2.0

This Forum is dedicated to the TM² RPG TitlePack

RPG TitlePack 2.0

Postby TM2RPG » 06.05.2014, 00:02

Image

The TitlePack team is proud to announce the release of the RPG TitlePack 2.0!
You can find all information about the update on the
RPG Blog

You can reply below if you wanna comment on the new titlepack version or if you have some questions.

Greetings, the Titlepack team:
ZiZa, Maxi@031, HawkGer
Last edited by TM2RPG on 06.05.2014, 20:43, edited 4 times in total.
TM2RPG
 
Posts: 2
Joined: 14.10.2013, 22:16


Re: RPG TitlePack 2.0

Postby Vklf » 06.05.2014, 10:50

Sooooo many new blocks, amazing! Playing around with crystals now
Also i successfully copied "Crater" onto a 64x64 plot 8)

1 question: The new block variations only go up to size 7, but the old ones also have size 8. Is this intentional ?
Also i noticed the copper (or well i guess its planet now) cost of my map lowered without changing anything.
User avatar
Vklf
 
Posts: 138
Joined: 08.05.2010, 02:47


Re: RPG TitlePack 2.0

Postby Roman4r » 06.05.2014, 11:46

Vklf wrote:Sooooo many new blocks, amazing! Playing around with crystals now
Also i successfully copied "Crater" onto a 64x64 plot 8)

1 question: The new block variations only go up to size 7, but the old ones also have size 8. Is this intentional ?
Also i noticed the copper (or well i guess its planet now) cost of my map lowered without changing anything.


I want do the same you with me map, How to do it?

Edit: love that crystals too :)
Image
User avatar
Roman4r
 
Posts: 71
Joined: 01.09.2011, 12:20


Re: RPG TitlePack 2.0

Postby Vklf » 06.05.2014, 12:58

Save your map as a macroblock (they're fixxed now) and paste it onto a new map.

When you open a new map and you have to choose mood you can now choose 8 moods. The regular 4 moods and 4 moods that will give you an empty 64x64 map.
User avatar
Vklf
 
Posts: 138
Joined: 08.05.2010, 02:47


Re: RPG TitlePack 2.0

Postby Roman4r » 06.05.2014, 13:11

And another question , to select all block there are any shortcut or i need to take all blocks one on one? :$
User avatar
Roman4r
 
Posts: 71
Joined: 01.09.2011, 12:20


Re: RPG TitlePack 2.0

Postby Vklf » 06.05.2014, 13:43

Hold your mouse button and drag
User avatar
Vklf
 
Posts: 138
Joined: 08.05.2010, 02:47


Re: RPG TitlePack 2.0

Postby XT3 » 06.05.2014, 13:53

Vklf wrote:Save your map as a macroblock (they're fixxed now) and paste it onto a new map.

When you open a new map and you have to choose mood you can now choose 8 moods. The regular 4 moods and 4 moods that will give you an empty 64x64 map.


8 moods? Wow! Not at my PC so i cant check but we can change the mood to the 64x64 map right?
User avatar
XT3
 
Posts: 301
Joined: 06.01.2012, 16:56


Re: RPG TitlePack 2.0

Postby Vklf » 06.05.2014, 14:03

Yeah There is a 64x64 version of every regular mood, so 8
User avatar
Vklf
 
Posts: 138
Joined: 08.05.2010, 02:47


Re: RPG TitlePack 2.0

Postby HawkGer » 06.05.2014, 15:37

vklf, we optimized the rocks a bit...that's why the copper count changed without changing the track.
I hope all authors will update their tracks on MX with recalculated lightmaps. This is something we couldn't avoid. Records will still be valid, so not too bad though I guess.

The new texture variations only go to scale 7 because their texture is 1/4 the size of the first two variations. So...to keep the textures sharp ingame we decided to not make scale 8 blocks.

I will update the first post with some more information later.
User avatar
HawkGer
Site Admin
 
Posts: 629
Joined: 10.04.2010, 08:36


Re: RPG TitlePack 2.0

Postby Vklf » 06.05.2014, 16:43

Attached image showing how CRATER now looks in a 64x64 map.

ScreenShot32.jpg
User avatar
Vklf
 
Posts: 138
Joined: 08.05.2010, 02:47


Re: RPG TitlePack 2.0

Postby ZiZa » 06.05.2014, 17:16

Impressive!

Cant wait to test it out!

Meanwhile i've written a blog article about all the new features of the new titlepack version, click here!

ZiZa
ZiZa
 
Posts: 144
Joined: 08.10.2012, 19:46


Re: RPG TitlePack 2.0

Postby HawkGer » 06.05.2014, 21:29

Also, don't forget about the native Mixmapping support in MP3 now which might be helpful sometimes (has to be activated in the advanced editor settings).
Grid snap is completely disabled now.
The binding for pivots has been changed to "Q" or "," on the numpad.
User avatar
HawkGer
Site Admin
 
Posts: 629
Joined: 10.04.2010, 08:36


Re: RPG TitlePack 2.0

Postby XT3 » 06.05.2014, 21:47

Well, my biggest question is can we transform a non 64 map into a 64 map?
User avatar
XT3
 
Posts: 301
Joined: 06.01.2012, 16:56


Re: RPG TitlePack 2.0

Postby Xerox » 06.05.2014, 21:49

XT3

Vklf wrote:Save your map as a macroblock (they're fixxed now) and paste it onto a new map.

When you open a new map and you have to choose mood you can now choose 8 moods. The regular 4 moods and 4 moods that will give you an empty 64x64 map.
User avatar
Xerox
 
Posts: 161
Joined: 27.02.2013, 23:43


Re: RPG TitlePack 2.0

Postby XT3 » 06.05.2014, 22:52

awesome! missed that
User avatar
XT3
 
Posts: 301
Joined: 06.01.2012, 16:56


Re: RPG TitlePack 2.0

Postby HawkGer » 11.05.2014, 18:49

Here's a demonstration video for custom checkpoints and lights:
User avatar
HawkGer
Site Admin
 
Posts: 629
Joined: 10.04.2010, 08:36


Return to Board index

Return to RPG TitlePack

Who is online

Users browsing this forum: No registered users and 2 guests