Search found 27 matches

by Zmathue
Sun Apr 24, 2016 10:53 am
Forum: Bug Reports
Topic: Bad collision on some CAP objects
Replies: 3
Views: 9522

Re: Bad collision on some CAP objects

Yeah this is due to my patch that allows you to skate under floating/stacked Cap objects, they don't allow you normally to skate under the objects because in case the first collision detection (from the mesh) fails it would catch it, but I disabled that so some objects with sub par collision meshs f...
by Zmathue
Sun Feb 21, 2016 2:07 pm
Forum: Suggestions
Topic: Create-A-Park building blocks
Replies: 10
Views: 21536

Re: Create-A-Park building blocks

wow that's pretty cool, I never noticed how the physical wall blocks were part of the list of objects that can be loaded/saved. Thus these pieces will still show up and be saveable in unmodded thug2.
by Zmathue
Wed Jan 27, 2016 9:53 pm
Forum: THUG+ Tutorials
Topic: [THUG2] Park Editor Save Documentation
Replies: 6
Views: 29719

Re: [THUG2] Park Editor Save Documentation

wizfiz wrote:I've been interested in this format over the past few years and I decided to expand upon Mr. Zmathue's documentation. It can be read here: http://wizfiz.github.io/prk-format.html
Very good work!
by Zmathue
Sat Jan 11, 2014 12:34 am
Forum: THUG+
Topic: Zmathue's Hotel
Replies: 3
Views: 11297

Re: Zmathue's Hotel

Cool!
that park was made just as I was figuring out the park format and was before I even knew how the objects were stored, I just had a general idea of where the objects were saved in the file and it was pure luck that the park worked at all.
by Zmathue
Sat Dec 21, 2013 6:06 pm
Forum: Mod Releases
Topic: [THUG2] Cap mods (stacking)
Replies: 15
Views: 45940

Re: [THUG2] Cap mods (stacking)

ThAEm wrote:I was wondering if you can remove the memory limit in CAP. This is because in this mod, when you have full memory, you can still put pieces but you can't raise or lower and you can't put rails with the rail tool.
Updated to resolve this. I also removed the maximum limit that a rail can be.
by Zmathue
Wed Dec 18, 2013 4:07 pm
Forum: Mod Releases
Topic: [THUG2] Cap mods (stacking)
Replies: 15
Views: 45940

Re: [THUG2] Cap mods (stacking)

Updated to v3, Fixed bug that would delete objects if you lowered ground while objects were partially submerged, stacking should now be more user friendly.
by Zmathue
Mon Nov 25, 2013 8:49 pm
Forum: Mod Releases
Topic: THUG PRO - Download
Replies: 342
Views: 2968275

Re: THUG PRO - Download

novosaur wrote:idk if its me or if its a bug, but in park editor, i can't choose objects or change the type of item (rails, starts, ramps, idk)
i cant navigate the menu in other words.

any help?
If you never used the park editor before it is controlled by the home/end/insert/delete keys on your keyboard
by Zmathue
Sat Sep 14, 2013 8:47 pm
Forum: Mod Releases
Topic: [THUG2] Cap mods (stacking)
Replies: 15
Views: 45940

Re: [THUG2] Cap mods (stacking)

Updated to v2, changes include: Removed check from thug2.exe that prevented saves from THUG1 from loading. You will now be able to load any thug1 PRK file. Theoretically this should allow you to also load THAW files, but the one I tested didn't work so there are probably other changes in the save fo...
by Zmathue
Thu Jul 11, 2013 1:55 pm
Forum: Mod Releases
Topic: [THUG2] Cap mods (stacking)
Replies: 15
Views: 45940

[THUG2] Cap mods (stacking)

Download: StackV4.zip TITLE THUG2 Cap stack modifications author: Zmathue web: http://www.thmods.com INTRO If there are any errors please check to make sure that the THUG2.exe is a no-cd version. This will apply the following patches to the THUG2 executable. Allows objects to be placed in the same ...
by Zmathue
Tue May 15, 2012 12:03 pm
Forum: Mod Releases
Topic: THPS3 LevelMod Full
Replies: 123
Views: 298140

Re: THPS3 LevelMod (build 3+ released - 15/05/2012)

How did you make this, are you exporting to obj files and then into th3 format or are you directly converting from one game to the other? What is stopping you from converting all levels?