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DJoyTinnio

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Everything posted by DJoyTinnio

  1. The onboard version is ready and released. So now the sounds from the pipes are roaring too. I let the pure engine sound be available, thinking it could be good for the gt version of the car. Racesportpipes are thin for being lightweight. So the engine's sound is louder hearable also, right ? And in the pure engine version they are even made out of air. Please, how cool is that. :-)
  2. It's my moon integrating 4 day weatheredition. Lookie lookie : Released TDU1 weatheredition 2012/2013/2014 | turboduck forum
  3. Tnx a lot. [ATTACH]22819[/ATTACH] [ATTACH]22820[/ATTACH] [ATTACH]22821[/ATTACH] [ATTACH]22822[/ATTACH] [ATTACH]22823[/ATTACH] [ATTACH]22824[/ATTACH] [ATTACH]22825[/ATTACH] [ATTACH]22826[/ATTACH] [ATTACH]22827[/ATTACH] [ATTACH]22828[/ATTACH]
  4. A few things are to do yet. Treestumps in far distance, and the green of their leaves are to be adjusted yet. So it's a prerelease version 2. Couldn't let you wait anymore. By the way, the yellow streetlines are looking nicer now, and i lightened up the road just a tiny slightly bit also. I know the roads don't belong to the summergreen, but i put it in too, because i like it, and don't want to put original roads in, when i can do that with my released ones.
  5. I give you a better answer than answering your question. Get a free DDS viewer from the internet, then extract the DDS files with DJey's modding tools. Go to function converting 2db to dds, choose ''many'', and click on the commonworld.bnk file. Click go, and because you got the DDS viewer, in miniature view of your windows explorer, it should show you now all the little pictures of textures that are inside it. And why you don't make a folder, put your extremely modded commonworld and commonworld2 in it, while trying my mod ? Then you can put the wowmodded back in. Or if you like it, then put these in (only ones i did so far) : r4 d 01 r4 g 01 r5 d 00 r5 g 00
  6. I took the sound from the secondly last acceleration in the sourcevideo now . There the noise from the thingys, the car is rolling on, is barely hearable. The funny thing about it is, i worked with it, wanting it to be circa 6 seconds long. And without regarding it, when it was ready, it had exactly the same lengh like the previously taken last accelleration sequence, including 6 numbers after the comma. So unusual things happen to me relatively often :-).
  7. Hey StarGT, I answere your pm here. For your agera you added a new light system. Can you make a texture like this being the light indicator, and put it into the window, instead of into the dashboard ? I only wanted to know, if it is possible to link the light button with a texture (lightbeam) showing up in the window, when light is activated, from inside driver cabin. Also, when the light button is pressed, TWO things happen. Not only one. The light's texture itself changes from dark texture to enlightened texture, AND the light fx texture, wich is in common car, showes up. Most modders don't use the light fx file, only the off and on headlight textures. Can't we use the light fx making it a lightflare texture, and set it more in front of the car ? Then it would be also visible from inside car. I mean, you move the position of the light fx dummy somewhere, where it is not visible, because you don't want it. Why not do the opposite, change it to a halftransparent lightbeamtexture like in the picture above, and put it in a position, where it is visible. Lightbeam connected to lightbutton. Done. ? Its texture has a white alpha. Otherwise the game's actually only really calculated lightsource, wich is the sun, couldn't play with it, and make it, the windowdirt, disappear and appear, when driving away or towards the sun, or just changing angle to it.
  8. Great tnx for the video. I like the shy, but powerful sound of the SLR. I updated the sound, because i was adjusting the start. Now it's fitting properly. --- Post Updated --- This is Test Drive Unlimited, and i don't use work from other developers. So i don't care about, how to get samples from other games. I find the SLR sound in pgr4 is really good quality, but too good quality. It's too clean, nothing changes when keeping the throttle stable. And FAR different are they not, the 2 compared. But it's ok you like another sound more.
  9. It's looking fantastically awesome. The lights are very good. It looks really like they are shining against the iluminated glass from inside. Also finally we have the laferrari with working doors and windows, wich is a great plus i find. Greatly done. Thank you. I came across a thought according to lightflare simulation. You have linked a texture lightening up in the dashboard to the light function, visible from inside the driving cabine in another carmod done by you. Can't you, instead of putting it into the dashboard, make it being a lightbeam texture put fitting into the front window instead ? It should not iluminate all what is visible through the window normally, but it could lighten up things that are important for driving at night. You could give it a grey alpha , so it is half transparent, like that window dirt you know. And for outside view or maybe for in cabine too, i noticed the light fx file through a little gap can be seen from backwards too. What if you put that modelwise more in front of the car and up. The texture can be changed then again to be bigger, and being a beamflare. As you are not using it anyways for the carlights , as to be seen in not only your carmods. It would look weird from sideview, but from behind the wheel it could be awesome at night.
  10. Greeting. It is simple, not distorted Enginesounds i do for TDU sound best. I guess TDU has a volumebalance for its sounds, for that when they are played at the same time, they can sound good. So i decided to lower the volume for every other sound in the game that is not enginesound, so i can just can make my stereo louder, and this way gain more volume for the car's sounds, while keeping the best quality. Also i find cool now, that you don't have to change the volume setting each time you enter home, because you had loud music in car radio, but now the inbetween ingame music is too loud, because they share the same setting. Same with music at dealers, painter and so on. This is adjusted now. Done are also drivingwindnoises, tireqieeeeking noises, the swooshing sound of solid things passing fastly by, all menusounds, etc. . Ok, the menu sounds you allready can set to your liking volumewise, but now they are all the same volume for example. You may ask yourself, you can set the engine volume in menu, but this same setting is also linked to the tirenoise when, braking, sliding, and accelerating. Those got way too loud, when playing with louder stereo and engine put to max. I think i can leave the ambient sounds like they are, as they are settable via sfx panel. Some depart/entrance music files are to be done yet, also hornsounds and so on, but i do that in the next days. All sounds are kept original. http://www.file-upload.net/download-10377586/Spielelautst--rke.rar.html Installation : Don't forget backuping. The file fe_snd.bnk is belonging into folder : Atari\Test Drive Unlimited\Euro\Bnk\FrontEnd\sounds And the file common.bnk is belonging into : Atari\Test Drive Unlimited\Euro\Bnk\Sound\Vehicules
  11. No problem with the start. My fault. Must learn to release thread when everything is written nicely.
  12. Must say, i could get used to this service, hehe. Very nice from you and so fast, tnx to subscription i guess. P.s.: Don't forget the starting setting to 2,68 seconds Tnx in advance.
  13. Nice day. Soundmodification by me. Click here, click there... . Don't forget to do a backup. File to be put into following folder. Atari\Test Drive Unlimited\Euro\Bnk\Sound\Vehicules . Starting sound lasting 2,68 seconds. Sound is done with 3 different sourcevideos. One for start and idle. One for the onlow. And one for everything else. For interested people. Joyreleasebutton : https://www.file-upload.net/download-13891983/Merzedes-SLR-McLaren.rar.html
  14. Attention attention. I was working on on the green :-) . It was too minty i found. Not ready done yet. Teasing pictures :
  15. I really like this car. Tnx for it :-). Looking very good in the pictures. By the way, you forgot to put ''working doors'' into the description. I try it later for having a comparison, with miha's release of this car. Soundmodification : Released Subaru Impreza 22B STI / p1 | turboduck forum
  16. car modification The right car, for the right sound :-). http://forum.turboduck.net/threads/32855-PHT-Subaru-Impreza-WRX-STI-22B
  17. Yes, and minime currently stopped working on it it, so it is not available at the moment. I called it like that just to be correct, because this here was the sourcevideo for the sound. For the first version of it. The sourcevideo in the release post shows how the second version is going to sound like. Btw.: Again updated it 13.02.2015 . Six seconds onup now.
  18. Tnx really much. Its again updated. Little changelog in first post. About a new video, read ! :-) I like you like it. Good fun. And, testing went good ? Improved. Way up to 8200 sounding like expected. So, to 8000 also. Not getting weak anymore.
  19. All you've got to do is find a green pepper version of Test Drive Unlimited 1 . It is the green framed dvd box, with standing on it, including test drive unlimited megapack. It is legal, and i found one, being 2 minutes on ebay. --- Post Updated --- Look into your inbox.
  20. Nice. You tried it yet ? Btw audi r8v10 plus sound is updated once again.
  21. What a nice post. This is very motivating. Man you got plenty colour in your picture. I suggest to reduce the saturation just a little bit :-). I wish a nice christmas time, and a good new year then. --- Post Updated --- Likewise. Yes i do that. I allready got moon and sunmodel in a better quality on my drive. New working step allowes to change textures with lossless quality. I apply that to all textures i changed. At the same time, i do realistic lighting. But not this year anymore :-).
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