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Kurgan777

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Everything posted by Kurgan777

  1. The models in that link must be for conversions to GTA games, because the interiors are incredibly low poly. Those would get endless interior complaints if they were converted to TDU.
  2. Tool just released the M1 mod less than 2 weeks ago.
  3. Buy another house. There's enough houses around the island to buy every car in the game.
  4. Yeah it's fixed now.
  5. There seems to be two different vertical scroll bars on the right side of the screen now (FireFox), and they're fighting for domination based on the mouse cursor position. Works fine in IE, but FireFox is bugged.
  6. The mod was made more than 2 years ago, look at the original posting date.
  7. I think you're confusing the 599 GTB and 599 XX with the GTO, they're different cars.
  8. Two problems.... First, many of the release topics might need major text recoloring, yellow and beige text doesn't show up well on a white background. Second, the left to right scroll bar is broken in FireFox. Larger images that scroll off the right side of the screen can't be viewed, and any posts on the same page of the large images also scrolls off the screen along with some buttons. It works fine in IE, but broken in FireFox.
  9. It looks like a Spyker and an Aston had an illegitimate love child.....
  10. That site needs to be banned from posting here period, they're hosting aimbots for Black Ops.....
  11. Sound mod requests go here.... http://forum.turboduck.net/forumdisplay.php?f=81
  12. That's a bug in the particular 599 you're using, it's missing a file so the A.I. driver doesn't stay inside the vehicle.
  13. You need to go WAY higher. Some of the Forza 3 models are well over 100,000 triangles. Basically once you get your textures set up, you can keep increasing the polycount until TDU crashes, then back it down just a bit.
  14. Yeah sure, I haven't even started this game up in a few weeks because I've been working on some bike designs... http://img.photobucket.com/albums/v133/Kurgan777/NewModels/OldNo7.jpg http://img.photobucket.com/albums/v133/Kurgan777/NewModels/ArmyBobber.jpg They're not for any game, they're just to get them out of my head and into a format that's better than a craptacular pencil sketch that doesn't capture what I'm thinking about. Polycount is way too high for TDU, over 470K for the military bike, and over 350K for the Old No.7 bike, so there's no way to optimize them down enough to keep the looks. Plus there's no bike IK in TDU that would work for them.
  15. The ZX-12R is the best replacement option for the Busa, they handle the same, the wheelbase is within a few millimeters of eachother, the weight is extremely close, and the performance is within 2 or 3 mph the last time I checked. Putting the Busa on a superlight short wheelbase track demon like the MV Augusta just doesn't fit.
  16. One HRE P40 rim, totally not optimized at 7702 triangles, I can delete the faces on the back of the rim's webbing, and maybe save some in some other places, but it won't go much lower without looking a whole lot worse. If I can find a file format to export from 3DS Max to Zmodeler2 without breaking verts and messing up smoothing groups, I'll release it to be converted. It will need texturing first, that will have to be done by the converter.
  17. If those are the only rims that Turn 10 used for the F40 LM in Forza 3, then they used the wrong rims. The actual OZ rims used on the LM were heavily dished inward.... http://img27.imageshack.us/img27/4456/FerrariF40LM008.jpg http://img268.imageshack.us/img268/3369/f40lm.jpg The rims from Turn 10 look flat faced, or even dished outward. You did a good conversion, but Turn 10 used the wrong rims.
  18. Try reading the README file......
  19. They're close to the Gembala rims that I was working on a while back.... The Gembala rim has 8 sections and the HRE P40 has 7. It's not difficult to take a section out and create a new rim around the outside. I actually did it last night in about an hour quick and dirty, I just didn't make a render out of it. It won't exactly be low-poly though, without any optimization it was up over 5000 polys just for one rim.
  20. Look up, I posted ways to make things run smoother, and the blur option is in the standard ingame video options.
  21. http://forum.turboduck.net/showthread.php?t=22076 Same error, you can't use "aftermarket rims" with some of these mods because they have special tires built into the original rims.
  22. If you're looking to smooth out your framerate, you can rename the folder that contains the leaves, birds, and trash so they won't be shown blowing around, as well as finding the Weather file and turning ALL of the Wind speed options to zero. If your PC doesn't have to recalculate the windspeed every time you enter a new region, it can dedicate power to something else and run that much smoother. You can also try turning down model detail, texture detail, and shadow resolution, and HDR lighting. Basically if you're running low end hardware, making the game look like crap will make it run much smoother.
  23. What's with the greyed out car names? Is there a plan to maybe make those cars workable in the future?
  24. If you mean that the car mod itself has cambered wheels, there's nothing you can do about that, TDUPE and TDUMT don't have any Camber adjustments, and even if they did, it wouldn't visibly effect a car mod's camber setting.
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