Popular Post Ramon1991cobra 342 Posted March 29, 2018 Popular Post Report Share Posted March 29, 2018 TDU2 Hawaii - Complete Renovation V2 https://www.youtube.com/watch?v=id=MrPkZBBy-R4;t=368 -New textures with more resolution -New ultra quality road textures -New reflections of the trees in the cars -New Rock textures -New ambient sounds -No more blue fog -No more fluorescent plants -Beachs fixes -3 types of grass with 75 variants of colors (short grass, medium grass and tall grass) -Optional night sound -New Optional Music (TDU1 PS2 Version) -Thanks to Magic V8 for the Mod ''Aloha'' Gas Station (Comes included) -Asphalt Texture converted from Assetto Corsa. Changes will be made when changing island (Airport) or restarting the game The file ''grasstypes.xmb'' is from the Elvis ENB ''Modified Grass Mod by tomsolo'' only used in the Medium and Tall Grass -I made several versions of roads and reflections because according to the size of the texture it affects the performance of the game (according to pc performance).The HD road and reflections in the multiplayer mode sometime has some fps drop (in my case it drop to 48 fps in multiplayer in some areas of many trees and shadows, but in most places it works well at 60 fps) that's why i made diferent versions with the modified texture but with the original size, in case of having a drop of fps. -It is important that the texture of the road does not disappear, it is necessary to use in the configuration of the video card to use aniastropic filtering by 16x. There is also an original street version of the game for those who do not like to disappear the long distance route in flat areas. -Choose the one that works best for you or the one you like the most. IMPORTANT-Be sure to make a backup copy of the original game files, because the textures are twice as large as the originals (grass texture is 2048x204) (road 4096x204 and I do not know if it works well on low-end computers (the best is to have backup all the game files for safety) Download Links: http://www.mediafire.com/file/dlxucl5j6sjrjwp/TDU2+Hawaii+Complete+Renovation+V2+Mod.zip Roads and Reflections Selection.zip Grass Variety - 75.zip Hawaii New Music Optional.zip http://www.mediafire.com/file/7z0r972ngwc2eu0/Additional+content.zip Beautiful new atmosphere for Hawaii: New high quality roads and comparison with real photos: binbow, LordLiquidBaconII, Eudemon and 3 others 6 Quote Link to post Share on other sites
MagicV8 541 Posted March 29, 2018 Report Share Posted March 29, 2018 Awesome, i am speachless, great great mod ... TOP!!! :tup: :) Ramon1991cobra and gadd3008 2 Quote Link to post Share on other sites
gadd3008 24 Posted March 29, 2018 Report Share Posted March 29, 2018 This is amazing!!!! What I do not understand is: If everything is installed separately or does one of the Links include all the content? Thank you. Quote Link to post Share on other sites
Ramon1991cobra 342 Posted March 29, 2018 Author Report Share Posted March 29, 2018 The first link comes complete, the second link is optional to change the size of the textures and the third is also optional with a lot of grass to select. gadd3008 1 Quote Link to post Share on other sites
gadd3008 24 Posted March 29, 2018 Report Share Posted March 29, 2018 That is, that the first one is COMPLETE? Excuse my ignorance friend. And thanks for answering. Quote Link to post Share on other sites
Ramon1991cobra 342 Posted March 29, 2018 Author Report Share Posted March 29, 2018 It's all the complete mod, hd road textures, hd car reflections, new grass and new ambient sound. The other links are optional gadd3008 1 Quote Link to post Share on other sites
MicroMachine 31 Posted March 29, 2018 Report Share Posted March 29, 2018 Deleted my post! works great now! corrupted download i gues :D Ramon1991cobra 1 Quote Link to post Share on other sites
gadd3008 24 Posted March 29, 2018 Report Share Posted March 29, 2018 You have done a job EXCELLENT friend. Hawaii is more beautiful than ever. Thank you so much for sharing it. Quote Link to post Share on other sites
StarGT 2,876 Posted March 29, 2018 Report Share Posted March 29, 2018 [MEDIA=coub]8ilvz[/MEDIA] Ramon1991cobra 1 Quote Link to post Share on other sites
MicroMachine 31 Posted March 30, 2018 Report Share Posted March 30, 2018 I did some heavy testing yesterday :D.. and man, you have done an amazing job! i tell you my GTX 1080 had to work hard, but its smooth as pouring water. who needs a TDU3 when we have Ramone1991cobra, Stargt, Mitkop81 and Minime891.(and ofc many others) you have all done amazing things to this game. StarGT 1 Quote Link to post Share on other sites
Eudemon 2,584 Posted March 30, 2018 Report Share Posted March 30, 2018 This is absolutely incredible! What a project you have taken on and absolutely smashed!! It's amazing the lengths some of you will go to to improve on a game and prolong its longevity. I tip my hat to you @Ramon1991cobra :tup: MagicV8 and Ramon1991cobra 2 Quote Link to post Share on other sites
Sm0kiT 36 Posted April 5, 2018 Report Share Posted April 5, 2018 Awesome mod :tup: Are you planning to do the same with Ibiza? Quote Link to post Share on other sites
F12Berlinetta 200 Posted April 5, 2018 Report Share Posted April 5, 2018 Fantastic, chapeau bas :bigsmile: Ramon1991cobra 1 Quote Link to post Share on other sites
Guest Vlvsph Posted February 9, 2019 Report Share Posted February 9, 2019 Best one ! And IBIZAv2 too thx. Keep up the good work Quote Link to post Share on other sites
AlessandroC29 1 Posted September 27, 2019 Report Share Posted September 27, 2019 how install this mod i can't do it Quote Link to post Share on other sites
misterspandecks 0 Posted May 21, 2020 Report Share Posted May 21, 2020 I have been trying to get this working all day, as with the ibiza one. I put the downloaded folders in the bnk folder and no joy. Any help or tutorial would be greatly appreciated Quote Link to post Share on other sites
Ramon1991cobra 342 Posted May 21, 2020 Author Report Share Posted May 21, 2020 20 minutes ago, misterspandecks said: I have been trying to get this working all day, as with the ibiza one. I put the downloaded folders in the bnk folder and no joy. Any help or tutorial would be greatly appreciated Do you have the game unpacked and open it with the universal launcher? Quote Link to post Share on other sites
misterspandecks 0 Posted May 21, 2020 Report Share Posted May 21, 2020 I did, I am just clearing everything out and re-installing the game and going though each step again to make sure I didnt miss anything, following a guide I found on this forum. I am a novice modder I will happily admit but I kinda feel like I am missing something because I had unpacked everything, swapped the launcher copied all the bnk files etc over to the unpacked folder, launched game through the kynev launcher (forgot spelling) and altholugh game runs great I dont see any changes to the game. I also tried the additional stuff, do I need to use texmod and run stuff there? Quote Link to post Share on other sites
Ramon1991cobra 342 Posted May 21, 2020 Author Report Share Posted May 21, 2020 51 minutes ago, misterspandecks said: with the universal launcher did you select the root folder of the unpacket game? Quote Link to post Share on other sites
Jusmar 0 Posted October 19, 2020 Report Share Posted October 19, 2020 The road about 150 feet away from(both in front of and behind) my car is completely blacked out, or a different texture than the road within 150 feet of my car. As I drive along the road "reveals" itself to me. Is this intended behavior? Quote Link to post Share on other sites
Adm-RAL 26 Posted November 7, 2020 Report Share Posted November 7, 2020 (edited) Попробую сделать ещё одно доброе дело... Посчитав для себя исправление проблемы чёрных текстур террейна вдалеке принципиальным (текстурщик я или кто? ), я решил эту проблему. Теперь могу поделиться знанием с автором этой графической модификации! Правильное сохранение текстур TDU2: 1. Создаём бэкап исходника. 2. Открываем исходник в Фотошопе при помощи плагина для работы с DDS от NVIDIA. 3. Вносим необходимые изменения в текстуру. 4. Сохраняем текстуру в формате без потерь DXT 8:8:8:8 с созданием "9" MipMap (ММ) уровней текстуры. 5. Закрываем текстуру. 6. Открываем эту текстуру с открытием всех созданных ранее ММ уровней. 7. Сохраняем текстуру в нужном рендеру формате DXT с сохранением созданных ранее ММ уровней, но оставляем только "8" ММ уровней. 8. Конвертируем текстуру, запаковываем и отправляем текстуру в игру. В случае такого метода сохранения текстуры, мы больше не будем видеть черноту вдалеке! В принципе, так следует сохранять все текстуры в игре, но особенно это важно для текстур террейна, так-как они очень быстро переключают ММ уровни, потому-что они очень часто под очень маленькими углами вида камеры). Спасибо разработчикам игры за настолько кривой рендер, который не умеет правильно работать со всеми возможностями текстурирования! Хотя есть игры, которые созданы сильно раньше TDU2 и которые уже тогда могли использовать все возможности текстур... Рекомендую автору данной графической модификации исправить данную проблему с почернением текстур. Это всем пойдёт на пользу! Ну, в общем, сейчас покажу это всё в видео-уроке. Причём, покажу и что будет, если сохранять текстуры обычным способом с созданием всех ММ уровней. Разумеется, изменения в текстуре были лишь для того, чтобы провести тест и всё показать. Теперь она летит в помойку... Я, в своей глобальной модификации уже исправил все текстуры таким образом. И могу выложить тут графическую часть своей игры, если администраторы не будут вставлять мне палки в колёса. Или будете? Также могу поделиться созданным на днях геймплейно-графическим конфигуратором для игры. В конфигуратор входят: несколько вариантов разработанной мной физики для разных контроллеров (руль, клавиатура), камхак, настройки геймплея, настройки параметров качества графики, SweetFX, ReShade. Спасибо за внимание! Google translate translation: Spoiler I'll try to do one more good deed ... Considering for myself fixing the problem of black textures of the terrain in the distance is fundamental (me or someone else? :)), I solved this problem. Now I can share my knowledge with the author of this graphic modification! Correct saving of TDU2 textures: 1. Create a backup of the source. 2. Open the source in Photoshop using the NVIDIA DDS plugin. 3. Make the necessary changes to the texture. 4. Save the texture as lossless DXT 8: 8: 8: 8 with "9" MipMap (MM) texture levels. 5. Close the texture. 6. Open this texture and open all the previously created MM levels. 7. Save the texture in the DXT format you need to render, keeping the previously created MM levels, but leave only "8" MM levels. 8. Convert the texture, pack and send the texture to the game. In the case of this method of preserving the texture, we will no longer see blackness in the distance! In principle, this is how all textures in the game should be preserved, but this is especially important for terrain textures, since they switch MM levels very quickly, because they are very often at very small camera angles). Thanks to the developers of the game for such a crooked render that does not know how to work correctly with all the texturing possibilities! Although there are games that were created much earlier than TDU2 and which already then could use all the possibilities of textures ... I recommend that the author of this graphic modification fix this problem with texture blackening. It will benefit everyone! Well, in general, now I will show all this in a video tutorial. Moreover, I will show you and what will happen if you save the textures in the usual way with the creation of all MM levels. Of course, the changes in the texture were just to test and show everything. Now she flies into the trash ... I, in my global modification, have already fixed all the textures in this way. And I can post the graphic part of my game here, if the administrators will not put sticks in my wheels. Or will you? ))) I can also share the recently created gameplay-graphic configurator for the game. The configurator includes: several variants of physics developed by me for different controllers (steering wheel, keyboard), Camera Hack, gameplay settings, graphics quality settings, SweetFX, ReShade. Thanks for attention! Edited November 7, 2020 by Adm-RAL Ramon1991cobra and Aquarious 1 1 Quote Link to post Share on other sites
Ramon1991cobra 342 Posted November 8, 2020 Author Report Share Posted November 8, 2020 Thank you very much , the texture works perfectly now, but for some reason it doesn't work with the ground textures. Quote Link to post Share on other sites
Adm-RAL 26 Posted November 8, 2020 Report Share Posted November 8, 2020 (edited) Текстуры земли, песка, травы (террейн) на самом деле не текстуры в обычном понимании. Это детейл! Он не имеет цветности и цветных каналов. Цветность таких текстур задаётся маской конкретного сектора карты. Ты должен был видеть эту маску, когда редактировал текстуры карты и реальные пейзажи островов. Кроме того, там вторая маска (обычно розовая такая) отвечает за распределение детейлов террейна на поверхности земли (каждый из каналов задаёт свой детейл на земле). В каналах текстур детейла храниться чёрно-белый рисунок силуэта объектов на текстуре, спекуляр и ещё что-то (с чем я пока не разобрался, да и не интересно это, потому-что всё работает и так нормально ). + к этой текстуре прилагается нормаль (в своём обычном виде). Обе эти текстуры хранятся в формате DXT1, т.к. не нуждаются в альфа-канале. Сохраняются они ровно также, как я показал в уроке. Пытайся ещё. Если не выходит, значит ты что-то неправильно делаешь. Я у себя всё сохраняю без проблем и всё получается правильно. На крайний случай, скинь мне текстуру, которую нужно поправить, я тебе её сделаю и посмотрим. Есть в той же папке и другие детейлы, имя которых начинается на д3_ - эти текстуры тоже детейлы, но вся информация для их работы хранится в одном файле и должна сохраняться в формате DXT5, потому-что в них используется альфа-канал, в котором хранится чёрно-белый рисунок силуэтов объектов на текстуре. В канале Р - хранятся тени (лево - право); в канале Г - хранятся тени (верх - низ); в канале Б - хранится спекуляр. Канал Б нормали таким образом утерян, но он не так важен и им разработчики пожертвовали, чтобы сыкономить на кол-ве и весе файлов и не делать два файла (как в первом случае). В случае сохранения таких файлов (DXT5) не удаляй альфа-канал, когда будешь сохранять файл уже для конвертации для игры (последний этап)! Кстати, этот метод работает также, если сохранять меньшее кол-во ММ уровней! Например, если хочешь чтобы текстуры вдалеке выглядели чётче, то можно оставить только 4-6 ММ уровней. Если хотим сделать 4 ММ уровня, сначала создаём 5 ММ уровней при первом сохранении текстуры в DXT8888, а потом открываем её с ММ уровнями и пересохраняем с сохранением только 4 ММ уровней. По идее, это должно правильно работать и с текстурами веток и всей флоры. Т.е. можно сделать так, чтобы листва вдалеке не размазывалась в пятно, а немного рябила, что придаст живости картинке! Я у себя вообще текстуры веток сохранял без ММ уровней, что на полном графическом ускорении и сглаживании видеокартой, даёт просто абсолютно реалистичную картинку. В каждом конкретном случае при создании текстуры, нужно учитывать фактор влияния ММ уровней на картинку, тогда можно добиваться потрясающих результатов! Google translate translation: The textures of earth, sand, grass (terrain) are not actually textures in the usual sense. This is a detail! It has no chroma and color channels. The color of such textures is set by the mask of a specific map sector. You should have seen this mask when editing map textures and real island landscapes. In addition, there the second mask (usually a pink one) is responsible for the distribution of terrain detail on the ground (each channel sets its own detail on the ground). The texture channels of the detail store a black and white drawing of the silhouette of objects on the texture, a specular and something else (which I have not figured out yet, and it’s not interesting, because everything works fine :)). + a normal is attached to this texture (in its usual form). Both of these textures are stored in DXT1 format, since don't need an alpha channel. They are saved in exactly the same way as I showed in the lesson. Try again. If it doesn't work out, then you are doing something wrong. I keep everything with me without problems and everything turns out right. As a last resort, throw me a texture that needs to be corrected, I'll make it for you and see. There are other children in the same folder, the name of which begins with d3_ - these textures are also detailed, but all information for their work is stored in one file and must be saved in DXT5 format, because they use an alpha channel, which stores the black and white drawing of silhouettes of objects on the texture. Channel R - shadows are stored (left - right); channel G - shadows are stored (top - bottom); in channel B - specular is stored. Channel B of the normal is thus lost, but it is not so important that the developers sacrificed it in order to save on the number and weight of files and not to make two files (as in the first case). If you save such files (DXT5), do not delete the alpha channel when you save the file for conversion for the game (the last stage)! By the way, this method works also if you keep fewer MM levels! For example, if you want the textures in the distance to look sharper, then you can leave only 4-6 MM levels. If we want to make 4 MM levels, first we create 5 MM levels when we first save the texture to DXT8888, and then open it with MM levels and re-save with only 4 MM levels saved. In theory, this should work correctly with the textures of branches and all flora. Those. you can make sure that the foliage in the distance does not smear into a stain, but ruffles a little, which will give liveliness to the picture! In general, I saved the textures of the branches without MM levels, which, at full graphics acceleration and antialiasing by a video card, simply gives an absolutely realistic picture. In each case, when creating a texture, you need to take into account the influence of MM levels on the picture, then you can achieve amazing results! Edited November 8, 2020 by Adm-RAL Quote Link to post Share on other sites
Ramon1991cobra 342 Posted November 9, 2020 Author Report Share Posted November 9, 2020 I followed all the same steps for the road but still the same (the photo looks like the road is fine but the ground is not), these are the textures i couldn't get to work. https://www.mediafire.com/file/3o7apxobfnn5f3d/textures.rar/file Quote Link to post Share on other sites
Adm-RAL 26 Posted November 9, 2020 Report Share Posted November 9, 2020 (edited) Вот, пробуй - https://drive.google.com/file/d/1ELjldB3E7fupd8NSVw9R6jnGQtEQbeLk/view?usp=sharing Я поправил только текстуры, которые могут давать черноту. У тебя была вообще не исправлена текстура sol_01.dds. Она имела ВСЕ ММ. Для текстур 1024, я принял решение делать только 5 ММ. Для текстур 2048 только 6. И т.д. Вот, как я делал - И лучше это всё переделать заново из исходников! Потому-что при каждом сохранении в формат с сжатием, качество текстуры ухудшается немного! Google Translate: Here, try it - https://drive.google.com/file/d/1ELjldB3E7fupd8NSVw9R6jnGQtEQbeLk/view?usp=sharing I only corrected textures that can give blackness. Your sol_01.dds texture was not fixed at all. She had EVERYTHING MM. For 1024 textures, I decided to do only 5MM. For textures 2048 only 6. And so on. This is how I did - And it's better to redo it all from the source! Because every time you save to a compressed format, the texture quality deteriorates slightly! Edited November 9, 2020 by Adm-RAL Aquarious, Ramon1991cobra and MagicV8 3 Quote Link to post Share on other sites
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