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BEight

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Everything posted by BEight

  1. Hi, Very few buildings are actually in the sectors. Most buildings are located in a library found in the Commonworld.bnk. Its called Library.3dg and you'll need zmodder to open it.
  2. Nope, sorry. Mapping is not quite at the point where you can add gameplay features to it unfortunely. If you need help to get some of the tools working I'm more than happy to help. Also consider joining our turboduck discord since we talk alot about modding for TDU1 there.
  3. 3D models What you need Blender TDUWE Zmodder 2.2.4 TDUMT What you can do? You can create any object you want. You can use textures located in TDUs commonworld for your objects. You can edit the UV of your objects. What you can't do You can't use TDUs road objects. You can't go over the BNK limit(4.7kb) Making the object Since we are on a golf course. Lets make a very simple flagstick(the flag pole thingy to mark holes). I've opened the SHKR template. Reinport sector-10-7-2-6. Gave its colour map. If you dont know how to do these things please refer to HMAP and SHKR guide. 1. Lets add some mesh. Look up at the menus and find add/mesh/cube. 2. It will spawn in the centre of the scene. Please select grid snapping. press numpad7 to look down, and press G to drag it to the top left corner of the sector. 3. Make sure the cubes orange dot is located at the top left corner like so. Its now in its proper place. Keep in mind that if you want to put objects in the other sectors, you need to put them at corresponding points too. Now its ready to be edited. You must only edit this object in edit mode(tab) Do your scaling and transforming there, but leave the object transfrom alone, unless you want to move it into a new sector. Now its a case of making look like a flag pole. I found this lighter patch of grass on the golf course so I will place it there. I'll leave it up to you on how you want to build it. You might not want to make a flag pole, you might want to make a golf buggy or something else, Its entirely your choice. Okey, lets add some textures. First we need to export all the textures located in the commonworld.bnk. Open up TDUMT. Click on "2DB->DDS" You will see a window named "TDUMT - 2DB to DDS Converter" There's a small tab named "Many" click on it. Click on the "..." button for Source BNK file. Find your TDU CommonWorld.bnk the path should be like this: Test drive unlimited 1\Euro\Bnk\Level\Hawai Open the .BNK and now you need to set your target folder. Make sure its somewhere easy to find. Click on the GO button when ready. Give it a second. You now have DDS files that Blender can use. Go back to Blender Make sure the object is selected and click the material properties tab. Then click new. You may want to change the name to something else. Look down to base colour and click on the yellow circle, and choose image texture. You see a new button that says "Open" click on it and locate your DDS folder you exported. Change the display mode to thumbnails so you can see the textures. For my pole I'm going to go for "sf_metal_tube" For the flag part I'll give it a seperate material. I'll show you further on. Now we need to set the UV, there's no limit on how it should look like, It will work reguardless. Lets add some more materials. Click on the little plus button next to your materials list Click new Do the same thing. Give it a name and select a .DDS from TDU. You'll need to assign the texture to the part you'll want to texture. Have object selected. Go into edit mode(tab) select the faces you want to edit. Select the new slot Click assign. You may need to edit the UVmap because its a different texture. Once you are happy with the changes. Make a copy of the object. With the duplicate selected Exporting the object There's two ways to export objects. One is to use Zmodder on its own. This is easiest option of the two. The other is to use a 2DM generated by TDUWE.
  4. Your're welcome. If you want to follow me, click on my profile picture and you should find "follow member" button
  5. Yes. The TDUF mapping tool allows new sectors to be created. So expanding the island can be done. Creating new islands is possible too, but its not unlimited. The empty areas on this map(the ones not numbered) Can be used to create new landmass. You can make some sizeable islands but nothing bigger than Oahu though.
  6. Have you tryed selecting bigbnk in the PP launcher?
    Thanks! Its about time these old muscle cars got some nicer sounds.
  7. Check out my guide to TDU mapping. It tells how get the Hmap files from the game. Objects can be imported using the same tool, but you will have to cut a few lines using a txt editor. Trees and buildings might be an issue, because they are codded in. The models are all located in the "Commonworld" folder but you might need Zmod to get them. In short. Yeah sure, but it would take a very long time to get everything you see in TDU into an other engine.
  8. View File New Roads Project: Mountain Pass Summary: Adds one of the new roads from TDU2 to TDU1. Installation: Extract the two .rars into your TDU Install directory. Let it overwrite the Bnk files. Entry points: Known Issues: Tree flickering A few trees can flicker on and off. None actually on the road, but it may be distracting. I'm currently looking into it. Floating trees I didn’t have the Heightmap model from tdu2 so the terrain is a mix of TDU1 Hmap, TDU2 roads, and guesswork. Submitter BEight Submitted 12/04/2022 Category Environment  
  9. Version 1.0.1

    2,752 downloads

    Summary: Adds one of the new roads from TDU2 to TDU1. Installation: Extract the two .rars into your TDU Install directory. Let it overwrite the Bnk files. Entry points: Known Issues: Tree flickering A few trees can flicker on and off. None actually on the road, but it may be distracting. I'm currently looking into it. Floating trees I didn’t have the Heightmap model from tdu2 so the terrain is a mix of TDU1 Hmap, TDU2 roads, and guesswork.
    Free
  10. Hey Mefisto! Hope you are well. I'm trying to get your program to work for TDU1 and i'm getting errors. Here's what the terminal looks like: Its something to do with the easyhook.dll. I'm not sure. I used both the Project paradise version of TDU and the orginal: Same errors.
  11. Have you tried enabling Big .bnk in the paradice Launcher. Its a little checkbox option. I might also suggest the 4gb compatabilty patch. Might help.
  12. View File SHKR Starter Goes with the TDU1 Map-editing Walkthough by B-Eight (SHKR, HMAP) Guide. 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 hierarchy, 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. Blender is unable to export .daes properly. To counter this, I Included a Notepad++ macro I improvised months ago. Submitter BEight Submitted 11/02/2022 Category Tools / Others  
  13. Version 1.0.0

    38 downloads

    Goes with the TDU1 Map-editing Walkthough by B-Eight (SHKR, HMAP) Guide. 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 hierarchy, 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. Blender is unable to export .daes properly. To counter this, I Included a Notepad++ macro I improvised months ago.
    Free
  14. "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.
  15. It's doable, but it would be a huge project. The map of Oahu is arranged in sectors. see: And each sector needs to be meticulously extracted and converted into a 3d format. Roads and junctions are extractable using both TDUworldeditor(by editing a few lines in the .dae) and zmmoder 2.2.4(2.2.8 for tdu2) The terrian can only be extracted using TDUworldeditor. However the biggest problem are the trees and buildings since they are codded in into sectors and there is no way of getting their position and location. So you can get the hmap(terrian) and roads with some time. But trees and buildings are next to impossible get.
    Aw hell ye! Music to my ears.
  16. View File Dillingham Airfield Resurfaced (WIP) About: This mod allows you to drive on Dillingham airfield. This mod adds a collision surface to the far north-west airport of Ohau as well as sharper cleaner Hmap textures. The runway also has some markers for 1/4 mile and 1/2 drag racing. The airfield is enterable using the slip road already present in the original game, the barrier has been removed. Installation: Extract the Rar into your tdu directory. WIP I may make more changes to this when I get a chance, nothing is truly final. Submitter BEight Submitted 08/27/2022 Category Environment  
  17. Version 1.0.0

    604 downloads

    About: This mod allows you to drive on Dillingham airfield. This mod adds a collision surface to the far north-west airport of Ohau as well as sharper cleaner Hmap textures. The runway also has some markers for 1/4 mile and 1/2 drag racing. The airfield is enterable using the slip road already present in the original game, the barrier has been removed. Installation: Extract the Rar into your tdu directory. WIP I may make more changes to this when I get a chance, nothing is truly final.
    Free
  18. View File Sector Map for TDU: Oahu This is a high resolution map of all the sectors in TDU's Oahu. Use it as a guide for your own world editing. Happy world building. Submitter BEight Submitted 12/26/2021 Category Tools / Others  
  19. Version 1.0.0

    126 downloads

    This is a high resolution map of all the sectors in TDU's Oahu. Use it as a guide for your own world editing. Happy world building. BTW, If you want to use this map to explain which sectors are affected by your mod, go ahead.
    Free
  20. Interesting, Although it might be the weather and time of day changing each time you boot up the game. Maybe the hex line is for the weather?
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