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MEGA Tutorial: add new cars (Slots) in TDU


Tob-Racer
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Oh yea I remember that Boss 302. Already a 7 year old mod :D Model is from Race Driver Grid :lol: Quality isn't really good but still a good car.

 

Yeah it's not the best mod (still good quality imo) , but considering how old it is , it's a stepping stone towards a new era for TDU ;)

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Added some "Newer Mustang" slots ;)

 

Ford Mustang Cobra R - Miha2795 :

 

[ATTACH]23560[/ATTACH]

 

Ford Mustang GT (My Drift Car) - Lancer :

 

[ATTACH]23561[/ATTACH]

 

Ford Mustang Roush Stage III - Miha2795 :

 

[ATTACH]23562[/ATTACH]

 

Shelby Terlingua Mustang - Miha2795 :

 

[ATTACH]23563[/ATTACH]

 

Shelby GT500 KR - DriverTDU :

 

[ATTACH]23564[/ATTACH]

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Might as well add some more older muscle cars ;) ... all new slots . Sorry for the long post , 16 photos :rolleyes:

 

DeTomaso Pantera 1971 - DJvitas :

 

[ATTACH]23565[/ATTACH]

 

Chevrolet Camaro Z-28 1970 - COMB@T $HOTGUN :

 

[ATTACH]23566[/ATTACH]

 

Pontiac Firebird 1968 - Miha2795 :

 

[ATTACH]23567[/ATTACH]

 

Pontiac Firebird Trans Am 1969 - Miha2795 :

 

[ATTACH]23568[/ATTACH]

 

Pontiac GTO 1968 - Miha2795 :

 

[ATTACH]23569[/ATTACH]

 

Pontiac Firebird Trans Am 1977 - -=Comp@ct=- :

 

[ATTACH]23570[/ATTACH]

 

Plymouth Road Runner Superbird - Miha2795 :

 

[ATTACH]23571[/ATTACH]

 

Chevrolet Camaro Z-28 1979 - FenixZ (Posted earlier, sorry) :

 

[ATTACH]23572[/ATTACH]

 

Pontiac Tempest GTO 1965 - Miha2795 :

 

[ATTACH]23573[/ATTACH]

 

Plymouth Hemi GTX 1971 - Miha2795 :

 

[ATTACH]23574[/ATTACH]

 

Dodge Charger Daytona 1969 - Tool831 :

 

[ATTACH]23575[/ATTACH]

 

Pontiac Firebird Trans Am GTA 1987 - FenixZ :

 

[ATTACH]23576[/ATTACH]

 

Shelby GT500 Eleanor - THUNDERHAWK17382 :

 

[ATTACH]23577[/ATTACH]

 

Plymouth Hemi Cuda 1971 - Miha2795 :

 

[ATTACH]23578[/ATTACH]

 

Chevrolet Chevelle 1967 - Miha2795 :

 

[ATTACH]23579[/ATTACH]

 

Ford Mustang Boss 429 1970 - COMB@T $HOTGUN :

 

[ATTACH]23580[/ATTACH]

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Tob, another question. When I edit wheel sizes in the extracted rims database, the last added set of rims all change back to xx_F_01 instead of staying xx_F_02, xx_F_03, etc.. Is there a way to prevent this?

 

I don't really understand. Are you saying you want different size for the front wheels and the rear wheels ? If that's what I understand, you have to separate the FR wheels and the RR wheels like that that: xx_F_01 and xx_R_01 ;) After, when you modify the values, it should fit the wheels :nods:

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Sorry, no that's not what I mean. For example, my last added set of wheels is to the mclaren 12C. and if I go into the extracted rims database and edit the wheel size of, for example the 300C and create a new Rims_DB and replace the old one with it, I go back into TDUMT>Database>Rims would now show that all the last added rims (12C) changed from M400_F_02, M400_F_03 etc to--> M400_F_01, M400_F_01 etc.

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Oh okay I think I got it :)

 

Well, you can name your new wheels MP4_12c_F_01 ; MP4_12c_F_02 ; MP4_12c_F_05 or 650S_F_01 ; 650S_F_02 etc... Go throught the DB Editor, add new name files (650S_F_01 etc...) and replace M400_F_01 in Rsc_File_Name_front and Rsc_File_Name_rear (Ctrl + E on your keyboard, select the rim file name you've just created in the list). You can even create a path for your wheels for example "Bnk/vehicules/Rim/Morgan" just by add a the value "Morgan" in DB Editor. Of course, the folder you gonna add in your files have to be name Morgan.

 

[ATTACH]23581[/ATTACH]

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thanks for the explanation! :)

 

No problem :)

 

Oh my god, i see here a big amount of work! :D Maybe in some day i will understand a "new car-slot adding" process...

 

I can rename a dealerships? And bodykits/other body tuning is exist in this game (as upgrades or something)?

 

This is the way :) You'll find everything in the video Page 1.

 

About rename Dealerships, Tuning shops and others it may be possible :) I manage to add more brands in the game (WIP work) but they don't have any logos in the game. If you go througt DB Editor, load the right sections, add new values (BMW Dealers for example) then you modify the dealer name in TDUMT's Database it could work ;) I'll have a look. Watch my video if you want to understand how the database works. It really is piece of cake. I'm far to be Djey or other Tool's developers but I can garantee if you spend some time understanding the database you'll be able to do many things never done before. :nods:

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Oh okay I think I got it :)

 

Well, you can name your new wheels MP4_12c_F_01 ; MP4_12c_F_02 ; MP4_12c_F_05 or 650S_F_01 ; 650S_F_02 etc... Go throught the DB Editor, add new name files (650S_F_01 etc...) and replace M400_F_01 in Rsc_File_Name_front and Rsc_File_Name_rear (Ctrl + E on your keyboard, select the rim file name you've just created in the list). You can even create a path for your wheels for example "Bnk/vehicules/Rim/Morgan" just by add a the value "Morgan" in DB Editor. Of course, the folder you gonna add in your files have to be name Morgan.

 

[ATTACH=CONFIG]23581[/ATTACH]

 

Yeah I'm starting to do all my slots with separate front and rear (F_01 , R_01 , F_02 , R_02 etc ... ) . That way I can experiment adding deeper offset wheels in the rear if I decide to ;) , or mix & match .

 

Ahhh Tob , what have you started ...? :para:

 

And agreed, this IS the way to do it imo , you can customize your game to your liking !

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How i can use "idle" car slots (Audi A4 DTM for example) for mod cars?

 

UPD: I create my first car in game! I spend 3 hours on this. But you can see some bugs...

VnMwzNWQ.png

3n0A1eqv.png

VnGpzOq5.png

 

This car have a low-poly interior (i check all files and nothing wrong) and don't have sound. Maybe i forgot something, please help :)

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I fix my problems. "i" and "l" - different letters :D And just copied sound of CLK 55.

 

 

 

http://forum.turboduck.net/threads/17742-Tool831-2002-BMW-M3-GTR-Street - link to car

 

jqk8eaWG.png

 

I create 6 colours for car. And every is cool

32xPgw2b.png

 

This is special event for car :D

aWb0ymnO.png

 

 

 

Some questions...

1) How i can extract physics mods from old mod-installers (link to car in spoiler, for example)?

2) For more easy install, we need a some car-manager + unique ID settings for every mod car, if we want to see other players' mods online, like "The Big Mod ID Control Center for TDU" :D

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1) How i can extract physics mods from old mod-installers (link to car in spoiler, for example)?

Open install.pch file from mod archive, with a text editor.

 

Locate the line which will install some physics to CarPhysicsData :

<instruction type="updateDatabase" failOnError="True" enabled="True" comment="">

<parameter name="resourceFileName" value="CarPhysicsData" />

<parameter name="resourceValues" value="591336547|591336547 905 53838407 55738427 76900264 1 89400 54638407 5466567 1209544974 5466567 53338427 1001419310001 56933427 543629 553709 5439 362 5750 510 4000 6700 55356917 563531 5 3,06 3,59 2,19 1,41 1 0,83 0 0 2 5435936 345 300 5935936 53338427 1 1740 4638 1441 1495 1474 2715 840 1083 1715 175 175 416 392 130 110 85 75 85 70 120 32 51 0 0,474 0,5 45 0 60 0,5 0,8 0,8 4000 1 74739427 92261406 57533427 5566317 4,8 0 250 113 0 0 0 0 0 0 1000 100 91 121 67,8 65 100 98 -1 1 1042 1042 1 100 1042 79" />

</instruction>

 

- Copy the resource values, that's to say the part marked with bold characters. And paste in a new document.

 

- Replace blanks between value with a semicolon ; character

 

- In TDU_CarPhysics.db file in text editor (as explained in tutorial), for current slot replace the values for physics with some of the extracted part below.

 

Warning, do not replace ALL 103 values because some must be kept as is. So you have to find which values are reponsible for physics by yourself unfortunately. TDUMT Database Editor can help you with finding which is which.

 

 

Another solution is to generate a TDUPK performance pack with TDUMT Patch Editor (open install.pch) and apply this TDUPK file with TDUPE - but I've never used this.

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Another solution is to generate a TDUPK performance pack with TDUMT Patch Editor (open install.pch) and apply this TDUPK file with TDUPE - but I've never used this.

Thanks! I can create performance pack with data from mod, but i don't see any value changes in this mod (if compare with CLK 55) :D

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[ATTACH=CONFIG]23636[/ATTACH]

 

Head's up guys, I've just manually added the Chevrolet Corvette ZR1 (C6) by Miha2795 on my car list.

Thanks again Tob-Racer for that very complicating but a very wonderful tutorial.

 

Excellent job John !! :clap:

 

Gets much easier & quicker as you get the hang of it ;)

 

I just dug this one up from my archives lol , I used to own the GT version :)

 

1993 Ford Mustang Cobra R SVT - FenixZ :

 

[ATTACH]23637[/ATTACH]

 

[ATTACH]23638[/ATTACH]

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More new slots , a variety this round ;)

 

Koenigsegg Agera - StarGT :

 

[ATTACH]23658[/ATTACH]

 

Ferrari F12 Berlinetta - Miha2795 :

 

[ATTACH]23659[/ATTACH]

 

2008 Shelby GT500 KR - Tool831 :

 

[ATTACH]23660[/ATTACH]

 

Bugatti Veyron Super Sport - Miha2795 :

 

[ATTACH]23661[/ATTACH]

 

Bugatti Veyron 16.4 - TDUZoqqer :

 

[ATTACH]23662[/ATTACH]

 

Lamborghini Gallardo LP570-4 Super Trofeo Stradale - TDUZoqqer :

 

[ATTACH]23663[/ATTACH]

 

Mine's R34 Skyline - Miha2795 :

 

[ATTACH]23664[/ATTACH]

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[ATTACH=CONFIG]23639[/ATTACH]

 

Forza Ferrari!! Ferrari F12berlinetta added in my garage

And on a side note, can anyone give me a good cameras and IK for the ZR1 and F12? Both of them seem to be so awkward once viewed in cockpit cam.

 

Hi John.

 

Most of mine turn out just fine (may be out of dumb luck) , a couple are strange though it seems I'm in the back seat being chauffeured around by a headless driver but it makes it interesting if anything ! I don't use the interior view myself anyway , I use the behind the car view . I do find however that if you use the hex line for the car that the mod calls for , you can use the cam & ik easy enough with no problems . Some mods call for a camera editor as well .

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