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Darkboy

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    Darkboy reacted to BEight for a record, Test Drive Unlimited 1: Map-Editing Walkthough (SHKR, HMAP)   
    "DRAFT" might be some errors
    Welcome
    This guide aims to provide the basic "know-how" to get started with map modding for TDU 1. This guide is primarily aimed at SHKR(Havok road physics) and HMAP(Heightmap). Stuff such as Objects and textures will come later. This guide also comes with a .Blend file that has everything you need in the right format. The mod also includes a macro that allows the converting process to be possible AND can be done by anybody quickly.
    What do you need:
    SHKR Starter TDUWE(TDU World editor) TDUMT(TDU Modding tools) (If you downloaded platinum, it should be in TDU1\TDU Platinum Toolkit) Notepad++ Blender (3.0.1 or newer) Zmodder 2.2.4(For objects)
    Zmodder 2.2.6(For TDU2 objects) The files Included and what are they?
    The walkthough also comes with some files. located in the TDU tools download section. The mod is called SHKR Starter.
    This is basically a start-up .Blend file to get you started with TDU map modding. TDUWE only accepts a very specific set of names in an organised hirachary, in the Z=Y axis format. This is extremely hard to get right and the results will be pretty much the same. So to save the headache, I’m just including this.
    and of course, Blender is unable to export this properly. To counter this, what I Included is a Notepad++ macro I improvised months ago. This macro is easy to use and makes a task that normally takes hours into a one-click and you're done deal. Plus it can process hundreds of .daes in a matter of minutes.
    The .Blend file
    Contains import SHKR contents, modified to follow a path and arrayed. This .blend file also has an upscaled grid(452) to match the sector layout of the map for joining imported sectors together.
    TDUWE Can only export with squares. If you try to export rectangles or anything that’s considered long in shape, it will just think it’s a square, and the physics won’t work as expected. This is why the original TDU SHKR can't be reimported back to TDU using TDUWE.
    How to Open.
    Launch Blender and open it.
    You can also append the collection into your own projects.
    The Shortcuts.xml
    This is the file that contains the macro for Notepad+. Blender exports an .dae that just doesn’t work with TDUWE and this macro changes the script so that it’s compatible with TDUWE.
    This isn't a normal macro; it uses regular expression search-and-replace syntax. All you have to do is press a button and the script will sort everything out.
    I will go over in the walkthrough below.
    How to install the xml file.
    Type "%AppData%\Notepad++\" in your explorer browser.
    Replace/copy the Shortcut.xml there.
    Lets start!
    We are going to make the pathways of one of the golf courses behave like tarmac.
    This means we need to:
    Export all the sectors contents into a folder. Extract the heightmap and apply the texture to it so that we can see what we are doing. Create/move the path so it follows along the dirt trail. Finally export the CONVEXEs and convert it to run in TDUWE again. Update the sector.bnk so it can actually have road phyisics. Using TDUMT to export a sector
     
    Getting the Colourmap for the HMAP
    Using TDUs gridsystem
    May seem overkill for one sector, but for projects that has lots of sectors, this is essential.
     
    Editing RSHK
    I've include my own personal SHK Hiarechy in the outlinder. TDUWE has a lot of trouble exporting everything apart from a square and after many months of testing. This the best example. If you have a object something more complex has phyisc
    Time to export some Physics
    This used to be a really audious task that would take hours. Now it should only take a moment.
     
    You got the physics, but the sector dousn't. You need to replace the  sector.bnk with one that has R.SHK.
    Now let’s replace that R.SHK!
    Select “sector-10-7-1-6-R.SHK” and replace it with the one you created. TDUWE always creates an “export” file in the same folder the.Dae file. So look in there.
    Now let’s see if this worked. Open up the game and go to the golf course.

    Okay! It’s a little bit bumpy, that’s because it’s based on the HMAP. So I’m going to show you how to edit the terrain.
    Editing the HMAP
     
    Exporting the HMAP
    You're happy with the changes now its time to get it into the game.
    You will need to rename the hierarchy names to have .000 after them. This is because my script will get confused if given names that don’t have a “.###” after them. The reason why its done this way is that its very likely you’ll use multiple versions of the same object for the same sector and this just makes modding a little bit easier.
    You should now have a new Heightmap. Launch TDU and go to the golf course to see your changes.
     
     
     
     
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