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Tutorial: Importing / Creating Your Own Basic Car Mod For TDU


Tool831

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I will start with a 370Z as a quick import as its easy seeing parts aren't all over the place, then ill replace the Skyline seeing the definitions are on the skyline which might be easier. :)

 

You can do this with any custom car model its not gonna change really.

------------------

 

For part definitions go here: http://forum.turboduck.net/showpost.php?p=146377&postcount=2

 

Tools you need:

[Trial or Full version of Zmodeler 2.2.1] (If trial you will have to download the Alfa_GT demo pack)

 

[Photoshop CS2 or something that can save .dds]

 

[Djey's TDU Modding Tools]

-------------------

 

1: Extract all 'Common_cars' .2db files only don't convert into .dds

 

2. Extract all 'SKYGTR' 2db files

 

3. Load up zmodeler

 

4: Go into 'Options' then 'Settings' and click on services and then click on 'textures'

 

5: Click on 'Add' then select your extracted 'Common_car' .2db files and then after add the 'SKYGTR' files.

 

6. Then click 'Apply' and 'Ok'

 

7: Go to 'File' then 'Import' or find the icon which is quickest

 

8: Browse in our 'SKYGTR' then import the .3dg file

 

9. Ignore 'Cannot resolve string' in the 'Error Box' its not a error or problem that will affect the car in anyway.

---

10. You want to delete the following 3D parts inorder to get a nice clean import.

 

BOTTOM, WIPER_L, DOOR_L, DOOR_R, WIPER_L, WIPER_R, WIPER_B

---

 

11. Go to 'File' then 'Merge'

 

12. Browse for your custom model (Mine is Nissan 370Z)

 

(You should have your model merged with TDU model, Now as this is a quick import on how to get a car into TDU we will just paint the whole car..)

 

13: Right click on separate parts then go to 'Properties'

 

14: Drop down 'mesh' then 'Polygons'

 

15: Then in 'Materials' click on it.

 

16: It will bring up a drop down list, now find 'PAINT' then click on 'Apply' then 'Ok'

 

(The part should be a White once 'PAINT' is applied)

 

17: Now double click on your custom car and rename it to 'BODY_HR'

 

18: Find the original 'BODY_HR' and right click 'Edit' then 'Delete'

 

19: Put your custom 'BODY_HR' into 'D_CAR'

 

20: Go to 'File' then 'Export' (Select where you wanna export it)

 

21: Load up 'Djeys modding tools'

 

22: Go to 'File browser'

 

23: Find 'SKYGTR'

 

24: 3 files exported out of Zmodeler

 

25: Replace the same, you will see the same file format .3dg, .2dm, 3DD

 

(Example: 370Z Tut.3dg, 370Z tut.2dm, 370Z tut.3DD)

 

When replacing you would wanna do 'Modify Size' just incase the car is more then the original file size!

 

Done!

 

http://i127.photobucket.com/albums/p140/race_invader/Untitled-2-9.jpg

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See your first imported car.. :p

 

I'm not going to write up a full Tutorial how to get a fully working car etc as thats just too much typing etc.. Just learn from what you have just done.

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Tutorial: Importing a basic car into TDU!

 

As my job has been pushed back to Wednesday, ive got 3 days to explain modding for TDU.

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(Example car for tutorial: Nissan Skyline GTR)

 

 

TDU Car part definitions:

 

-- OLD IMAGE REMOVED (imageshack) --

 

 

SKYGTR = Main Dummy

----

DCAR: (Holds all 3D Parts and wheels/Light FX)

 

BODY_LR = Low body for seeing the car at far distance

 

PLATE = Number plate

 

BODY_HR = (High Res body *Main Body*)

 

LGT_RL & LGT_RR = Rear left/Right brake light

 

LGT_FL & LGT_FR = Front left/Right headlight

 

Kit1 = Sometimes can be either bodykit or mesh items

 

[91]XHAUST_ = Exhaust muffler/Tip

 

EXH_FX0 = Exhaust smoke FX

 

BOTTOM = Underbody of the car

------------------------------------------

(This is the same for DOOR_R)

 

DOOR_L = Main door

 

INT_LR_L = Low poly interior door which shows when car is far away

 

WND_L1 = Side door window

 

WND_L2 = Is a dummy which makes the window wind down

 

RV_L = Just rear view mirror and side mirror (nothing really important)

 

[A3 AB]INT_HR = I believe this spawns the High poly door panel to show on the door

---------------------------------------

 

COCK_LR = Low poly interior shows only when far away or on multiplayer

 

STEER_LR = Steering wheel

 

[94]AND_LR_ & [9A]AND_LR_ = Dummy where the hands are put on the steering wheel

 

[9F]EAT_LR_ = Left seat

 

[8E]ACK_LR_ = Dummy where the head is put on the seat

 

[90 A8]RSEAT_ = Where the bum of the driver sits

 

[98]OOT_LR_ & [92]OOT_LR_ = Where the legs sit in the car

 

GEAR_LR = DUMMY where to shift

 

HBK_LR = Handbrake dummy where to pull the handbrake (Never made it into Final TDU so it don't work)

 

RADIO_LR = DUMMY for Where the hand changes the radio (Never made it into Final TDU so it don't work)

--------------------------------------------

Not 100% sure what all these are some can be indicator glare, brake lights and reverse light glare, its not hard sometimes to find out which ones which.

 

 

FA_W_RL =

 

FA_S_RR = Brake Light

 

FA_B_RR =

 

FA_W_RR =

 

FA_S_RL = Brake Light

 

FA_B_RL =

 

FA_R_RL = Reverse light glare (You may have 2 if your car has to reverse lights.)

------------------------------------\

\

FA_L_FR = \

\

FA_L_FL = \

\

FA_L_FL2 =

These are the headlight glares..

FA_L_FR1 =

 

FA_L_FL1 = /

/

FA_L_FR2 = /

--------------------------------------/

 

WIPER_L, WIPER_R, WIPER_B: Window wipers

 

------------------------------------------------

(This is the same for the other Fork_RL, FR, FL etc)

 

FORK_RR: Main tyre DUMMY that places the tire

 

[A5 A6]IRRUP_: DUMMY but Not sure what it does (Sorry)

 

DISC_RR: Brake disk DUMMY

 

WLR_RR: Wheel/Tyre

 

D_RIM_RR: RIM Dummy (Spawns the rim i believe)

 

[96]_TIRE_R: Another tyre Dummy

 

BRAKE_RR: Main Brake Disk

 

STIR_RR: Brake Caliper

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SPRG_RR, SPRG_FL, SPRG_FR, SPRG_RL = 2D Suspension

 

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D_SHADOW = Dynamic shadow (Appears when sun is on a certain point on the car)

 

DS-CA_FL = Wheel shadow (Same goes for the rest of them)

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D_SPLANE: Ground Shadow

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Zmodeler definitions:

 

Dummy: Can't explain what it is but in short: Basically a green cube.

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If you get that while clicking on the Zmodeler.exe then its not a problem i can help you with. Cause ive never had that problem.

 

right well ive got Zmodller V1.07 now, and it refuses to open the Alfa_GT.z3d file. some of the time it says that the file is not z3d, and now when i click "open" for the Alfa file, nothing appears on Zmodeller.

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You need version 2.2 for it to work... :oook:

 

i see.....:cry:. Can anyone get me in touch with Oleg or any of the Zmodeller creators? i need to get this sorted.

 

This is the message that pops up when i try to click the Zmodeller2.exe.

 

! Cannot execute "C:\DOCUME~1\andre\LOCALS~1\Temp\Rar$EX00.407\ZModeler2.exe"

 

comes up in its own diagnostic window.

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