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HawkGer presents: 14 new RPG Mods

Present your selfmade mods in here

HawkGer presents: 14 new RPG Mods

Postby RPG-BLOG.bot » 02.06.2010, 15:56

Seeing that my previous efforts to motivate the community to create new mods haven't resulted in much change and due to the fact that ideas for new mods flourished in my head, I felt very determined to create a bunch of mods myself.
In total I managed to create 14 distinctively different mods, ranging in themes from Ancient Civilisations to futuristic scenarios in space.
I recommend first watching this video which I put together, showing all the mods in an interesting and entertaining way:

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You can download a 400mb .zip file including all the mods here: <span style="font-weight: bold;"><a href="http://www.vinummusik.de/Trackmania/HawkGer%27s%20mod%20collection.zip">click!</a></span>
Here are the individual downloads:


<div class="cntr"><a href="http://www.vinummusik.de/Trackmania/MayaBiggest.jpg" rel="lightbox[hawkmods]"><img src="http://Anonymous.nitrolinken.net/tm/blog/mods/t/MayaBig.jpg" /></a></div><span style="font-size:130%;">Ancient Maya mod</span>
The Ancient Maya mod tries to resemble an atmosphere similar to that of the Mayan civilisations temple structures. The textures mostly consist of unstructured rock and brown ground pattern.
Locator links:
<ul class="nomod"><li>Ancient Maya mod: <a href="http://www.vinummusik.de/Trackmania/AncientMaya.zip">
http://www.vinummusik.de/Trackmania/AncientMaya.zip</a> (34.8MB)</li></ul><hr />
<div class="cntr"><a href="http://www.vinummusik.de/Trackmania/RomanBiggest.jpg" rel="lightbox[hawkmods]"><img src="http://Anonymous.nitrolinken.net/tm/blog/mods/t/RomanBig.jpg" /></a></div><span style="font-size:130%;">A Romanorum Superbia mod</span>
A Romanorum Superbia (Latin for A Roman's pride) aims to portray Temple-like structures of the Roman culture with the help of solid rock textures and ornaments.
Locator links:
<ul class="nomod"><li>A Romanorum Superbia mod: <a href="http://www.vinummusik.de/Trackmania/ARomanorumSuperbia.zip">
http://www.vinummusik.de/Trackmania/ARo ... perbia.zip</a> (31.8MB)</li></ul><hr />
<div class="cntr"><a href="http://www.vinummusik.de/Trackmania/JapaneseBiggest.jpg" rel="lightbox[hawkmods]"><img src="http://Anonymous.nitrolinken.net/tm/blog/mods/t/JapanesBig.jpg" /></a></div><span style="font-size:130%;">Imperial Palace mod</span>
The Imperial Palace mod tries to illustrate and create the atmosphere of traditional Japanese/Chinese palaces.
Locator links:
<ul class="nomod"><li>Imperial Palace mod: <a href="http://www.vinummusik.de/Trackmania/ImperialPalace.zip">
http://www.vinummusik.de/Trackmania/ImperialPalace.zip</a> (32.0MB)</li></ul>
<hr />
<div class="cntr"><a href="http://www.vinummusik.de/Trackmania/PirateBiggest.jpg" rel="lightbox[hawkmods]"><img src="http://Anonymous.nitrolinken.net/tm/blog/mods/t/PirateBig.jpg" /></a></div><span style="font-size:130%;">The Pirate Bay mod</span>
The Pirate Bay mod uses dark plank and rock textures with gold engravings to create a Pirate Bay atmosphere.
Locator links:
<ul class="nomod"><li>The Pirate Bay mod: <a href="http://www.vinummusik.de/Trackmania/ThePirateBay.zip">
http://www.vinummusik.de/Trackmania/ThePirateBay.zip</a> (32.6MB)</li></ul>
<hr />
<div class="cntr"><a href="http://www.vinummusik.de/Trackmania/IndiaBiggest.jpg" rel="lightbox[hawkmods]"><img src="http://Anonymous.nitrolinken.net/tm/blog/mods/t/IndiaBig.jpg" /></a></div><span style="font-size:130%;">Terra India mod</span>
Terra India is a mod using many tile-textures in very colorful variation to create the atmosphere of Indian architecture.
Locator links:
<ul class="nomod"><li>Terra India mod: <a href="http://www.vinummusik.de/Trackmania/TerraIndia.zip">
http://www.vinummusik.de/Trackmania/TerraIndia.zip</a> (32.3MB)</li></ul>
<hr />
<div class="cntr"><a href="http://www.vinummusik.de/Trackmania/WesternBiggest.jpg" rel="lightbox[hawkmods]"><img src="http://Anonymous.nitrolinken.net/tm/blog/mods/t/WesternBig.jpg" /></a></div><span style="font-size:130%;">Western Fortress mod</span>
Western Fortress mod aims to simulate the ambience of the American Old West. It uses slightly abstract plank textures in the colour brown. A very interesting texture is also the road textures, depicting a train road.
Locator links:
<ul class="nomod"><li>Western Fortress mod: <a href="http://www.vinummusik.de/Trackmania/WesternFortress.zip">
http://www.vinummusik.de/Trackmania/WesternFortress.zip</a> (25.8MB)</li></ul>
<hr />
<div class="cntr"><a href="http://www.vinummusik.de/Trackmania/AfricaBiggest.jpg" rel="lightbox[hawkmods]"><img src="http://Anonymous.nitrolinken.net/tm/blog/mods/t/AfricanBig.jpg" /></a></div><span style="font-size:130%;">African Tribes mod</span>
The African Tribes mod takes you into the world of the African Tribes, aiming to especially recreate the setting of their cottages.
Locator links:
<ul class="nomod"><li>African Tribes mod: <a href="http://www.vinummusik.de/Trackmania/AfricanTribes.zip">
http://www.vinummusik.de/Trackmania/AfricanTribes.zip</a> (27.8MB)</li></ul>
<hr />
<div class="cntr"><a href="http://www.vinummusik.de/Trackmania/DarkArtBiggest.jpg" rel="lightbox[hawkmods]"><img src="http://Anonymous.nitrolinken.net/tm/blog/mods/t/GraffitiBig.jpg" /></a></div><span style="font-size:130%;">Dark Art mod</span>
The Dark Art mod brings you into the underground, where darkness and graffiti's are commonplace. This mod probably fits best in closed and dense rooms.
Locator links:
<ul class="nomod"><li>Dark Art mod: <a href="http://www.vinummusik.de/Trackmania/DarkArt.zip">
http://www.vinummusik.de/Trackmania/DarkArt.zip</a> (29.7MB)</li></ul>
<hr />
<div class="cntr"><a href="http://www.vinummusik.de/Trackmania/ConstructionBiggest.jpg" rel="lightbox[hawkmods]"><img src="http://Anonymous.nitrolinken.net/tm/blog/mods/t/ConstructionBig.jpg" /></a></div><span style="font-size:130%;">Construction mod</span>
With the use of clean wood and metal textures the Construction mod tries to model the ambience of a construction site.
Locator links:
<ul class="nomod"><li>Construction mod: <a href="http://www.vinummusik.de/Trackmania/ConstructionMod.zip">
http://www.vinummusik.de/Trackmania/ConstructionMod.zip</a> (26.0MB)</li></ul>
<hr />
<div class="cntr"><a href="http://www.vinummusik.de/Trackmania/NatureBiggest.jpg" rel="lightbox[hawkmods]"><img src="http://Anonymous.nitrolinken.net/tm/blog/mods/t/NatureBig.jpg" /></a></div><span style="font-size:130%;">Nature's Paradise mod</span>
The Nature's Paradise mod takes you into the natural world where leaves and trees are dominant. Advanced alpha channels imitating branches and leaves enhance this experience.
Locator links:
<ul class="nomod"><li>Nature's Paradise mod: <a href="http://www.vinummusik.de/Trackmania/NatureParadise.zip">
http://www.vinummusik.de/Trackmania/NatureParadise.zip</a> (38.9MB)</li></ul>
<hr />
<div class="cntr"><a href="http://www.vinummusik.de/Trackmania/IceBiggest.jpg" rel="lightbox[hawkmods]"><img src="http://Anonymous.nitrolinken.net/tm/blog/mods/t/IceBig.jpg" /></a></div><span style="font-size:130%;">Arctic Breeze mod</span>
Arctic Breeze uses a lot of transparent textures and strong FXclouds in combination with ice textures to create an Arctic ambience. Dense architecture with lots of transparent blocks probably creates the most realistic scenario.
Locator links:
<ul class="nomod"><li>Arctic Breeze mod: <a href="http://www.vinummusik.de/Trackmania/ArcticBreeze.zip">
http://www.vinummusik.de/Trackmania/ArcticBreeze.zip</a> (25.6MB)</li></ul>
<hr />
<div class="cntr"><a href="http://www.vinummusik.de/Trackmania/SpaceBiggest.jpg" rel="lightbox[hawkmods]"><img src="http://Anonymous.nitrolinken.net/tm/blog/mods/t/SpaceBig.jpg" /></a></div><span style="font-size:130%;">Broken Hull mod</span>
The Broken Hull mod simulates the atmosphere of a broken spaceship. It mainly consists of one texture which is used all over again. The PlatformFloor and Fabric texture create the appearance of Forcefields and the strong FXclouds enhance the damaged atmosphere.
Locator links:
<ul class="nomod"><li>Broken Hull mod: <a href="http://www.vinummusik.de/Trackmania/BrokenHull.zip">
http://www.vinummusik.de/Trackmania/BrokenHull.zip</a> (24.1MB)</li></ul>
<hr />
<div class="cntr"><a href="http://www.vinummusik.de/Trackmania/ToonBiggest.jpg" rel="lightbox[hawkmods]"><img src="http://Anonymous.nitrolinken.net/tm/blog/mods/t/CartoonBig.jpg" /></a></div><span style="font-size:130%;">Toon mod</span>
Toon Mod depicts a very abstract atmosphere in cartoon-style. The textures mostly have colours in the range of brown and grey. Recommended for tracks with dense building, for larger rooms the atmosphere will appear unnatural.
Locator links:
<ul class="nomod"><li>Toon mod: <a href="http://www.vinummusik.de/Trackmania/ToonMod.zip">
http://www.vinummusik.de/Trackmania/ToonMod.zip</a> (24.4B)</li></ul>
<hr />
<div class="cntr"><a href="http://www.vinummusik.de/Trackmania/ColorFlash.jpg" rel="lightbox[hawkmods]"><img src="http://www.vinummusik.de/Trackmania/colorbig.jpg" /></a></div><span style="font-size:130%;">Color Flash mod</span>
Color Flash is a very abstract mod, consisting mostly only of basic colours and basic pattern. The Mipmap version uses even more colour variations and geometric structures. I do not necessarily recommend using that version as mipmaps tend to be displayed not very nicely in lower graphics.
Locator links:
<ul class="nomod"><li>Color Flash mod: <a href="http://www.vinummusik.de/Trackmania/ColorFlash.zip">
http://www.vinummusik.de/Trackmania/ColorFlash.zip</a> (16.3MB)</li><li>Mip map version: <a href="http://www.vinummusik.de/Trackmania/ColorFlashMipMap.zip">
http://www.vinummusik.de/Trackmania/Col ... MipMap.zip</a> (16.6MB)
</li></ul>

Special thanks to Skeleton who gave me very useful information on the normal maps. Also thanks to Anonymous, Igntul and Hardarm for betatesting the mods!
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Postby heartX » 02.06.2010, 17:16

wow

superb mods, great descriptions and good a movie ;)
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Postby eie » 02.06.2010, 17:49

How am I supposed to complete my rpg maps, when I could build 10 others with these amazing mods :D
:thumbsup: Loved them all =)
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Which of these are your top 3 favorite mods?

Postby HawkGer » 02.06.2010, 18:09

Thanks for the words :) I initially wanted to create a new post in the Mods presentation section but I guess this post will do too :)
Any feedback and suggestions of course welcome! I'm gonna set up a little poll here, maybe some of you want to vote on your favorite mods :D
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Postby sol666 » 04.06.2010, 07:43

awesome work. i'll have a closer look at the weekend :)
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Postby Skeleton » 05.06.2010, 10:09

Not checked all mods yet but on the mods I have checked I see you don't edit the lights. If mods are used in sunset or night moods they still have them blue lights on edges of blocks. These blue lights spoil the mods in these moods. You need to edit StadiumFabricL.dds and StadiumRoadL.dds. Just something you might want to concider. Just desaturating them would help, this would just make the lights shine white. If you then darken these texture it will turn the lights down or even off. If you concider doing this you might also want to copy your StadiumRoadD.dds and make folder Mood/Sunset and Night and place your copied StadiumRoadD.dds into these folders.

I could go on and on all day but I'll leave it at that for now lol
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Postby HawkGer » 05.06.2010, 10:19

Yes, I was aware of the lights and how to edit them. It just seemed insignificant to me to optimize them as nearly all RPG's solely are build in day-mood and I couldn't see any improvement in atmosphere in my mods when I switched to other moods. Well maybe I will look into it tomorrow again and see if it is worth updating. Btw. did you get any opinion on whether or not I should update the specular textures with alpha channels?
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Postby Skeleton » 05.06.2010, 10:25

Been working solid for the last 2 weeks and not had any computer time sorry. btw about the blue lights, I was thinking more about none RPG track builders that would like to use these GREAT mods. I would also consider putting them on tmmod site where a lot more track builders can find them and use them. I know you have a link on tmmod forum but not sure if you have noticed but not a lot of people post or even check that forum lol
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Postby HawkGer » 05.06.2010, 10:33

Yeah okay, I understand that. I never thought about these mods being applied to non-RPG tracks but that would certainly be a good reason to update them. I'm going to upload them to Tmmod as soon as I think they don't need any updates anymore. It's kinda annoying updating 14 mods on two different platforms ^^ But yeah...I noticed the forum over there is kinda inactive :D
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Postby Skeleton » 05.06.2010, 10:46

Also came across these textures today and wasn't sure if you could put them to any use. Think they're for Quake2
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Postby HawkGer » 05.06.2010, 11:06

Some of those textures are quite nice but overall too dark and too small. I will keep them on my HDD with all the other textures nonetheless, maybe they will be for use at some point :) Easiest way for me to get textures btw. is through HL2 mods and using VTFEdit ^^
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Postby Shortz » 10.06.2010, 19:59

good job hawkger, maybe I
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Postby HawkGer » 16.06.2010, 14:02

I had to update almost all mods because they had spaces in their name, which resulted into a URL like Dark%20Art.zip when uploaded to a webspace. Apparently TM doesn't recognize that the %20 is a space. The result is that even when you have the mod locally installed, it will still load into your cache when the game gets that URL, because it thinks it's a different mod.
Well, I updated all locator now in all the posts. It is recommended to use these in your tracks. And if you have my mods already locally you should download the modpack again. Or just take out the spaces in the names.
The old locators are still working though because I know some ppl used them already in tracks...
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Postby trunks_11 » 18.06.2010, 15:51

I know this probleme with my first mod hawk^^, the roman mod is brilliant!
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Postby Kryw » 19.06.2010, 00:57

i like Maya mod but the grid isnt appropriate
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Postby heartX » 24.06.2010, 10:39

luv Terra India :love:

*small picture*
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Postby trunks_11 » 28.06.2010, 15:30

RRRRRR, why you don
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Postby HawkGer » 28.06.2010, 16:01

Because from my point of view the low importance of the zeppelin didn't justify increasing the mod-sizes even more. And even so, the zeppelin texture can be customized by yourself without changing the mod...so that could be an option for you ;)
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Postby trunks_11 » 28.06.2010, 16:52

Ok, i can painting it and can use it for track contest?
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Postby HawkGer » 28.06.2010, 19:37

Yes sure, all custom content that doesn't effect the mods is 100% allowed ;)
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Postby trunks_11 » 28.06.2010, 19:49

Shall i upload it on tmmod? or here?
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Postby HawkGer » 28.06.2010, 20:03

Nono you understood me wrong. You can implement airship skins without putting them in a mod. See here for example: TM-FORUM
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Postby trunks_11 » 29.06.2010, 12:44

:S I can colour the airships so... but ty^^
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Postby Tyroc » 20.07.2010, 07:48

I really like African Tribes, Western Fortress and Pirate Bay. I will use one of them for my next RPG Track. Exspecially African Tribes looks really nice :)
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Postby Nyrbius » 20.07.2010, 12:16

Dark Art and Imperial Palace FTW! ^^
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