Search found 27 matches
- 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...
- 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.
- 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
Very good work!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
- 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.
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.
- Sat Dec 21, 2013 6:06 pm
- Forum: Mod Releases
- Topic: [THUG2] Cap mods (stacking)
- Replies: 15
- Views: 45940
Re: [THUG2] Cap mods (stacking)
Updated to resolve this. I also removed the maximum limit that a rail can be.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.
- 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.
- Mon Nov 25, 2013 8:49 pm
- Forum: Mod Releases
- Topic: THUG PRO - Download
- Replies: 342
- Views: 2968275
Re: THUG PRO - Download
If you never used the park editor before it is controlled by the home/end/insert/delete keys on your keyboardnovosaur 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?
- 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...
- 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 ...
- 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?