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BEight

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Posts posted by BEight

  1. New Roads Project: Waialua backroads


    Back with a new road for TDU1.

    Adds the backroads found behind Dillingham airport to Schofield Barracks from tdu2

    Not a 1-1 port. There are a few differences.

    Have fun

     

    How to install:
     

    Normal route:

    Find "Euro" should be the folder after "mod-data"

    Replace Euro in your tdu1's directory. Let it overwrite sector files.

     

    Andraste route(if you have the mod manager installed)

    Extract RAR into "mods" folder located in your TDU directory

     

    Location:

    Spoiler

     

    image.thumb.png.ce6357ed8a9ea6a71195816d86b22763.png

     


     

  2. 2 hours ago, Ratibor said:

    Good afternoon.

    I'm making a mod for the game. I need buildings for the mod. They cannot be extracted from the game.

    If I understand correctly, they are located together with the landscape in the sections Test Drive Unlimited\Euro\Bnk\Level\Hawai\Area-*\Area-*-*

    The landscape is successfully extracted using Test Drive Unlimited World Editor if you select only HeightMAP. After extraction, the DAE landscape file can be loaded into Blender.

    Roads are also extracted normally if you select Static Havok Roads instead of HeightMAP.

    If I understood correctly, then to export a building, you should choose Objects instead of HeightMAP. But when you try to import a DAE file into Blender later, a void is imported.

    Blender version 3.5.1

    Do I misunderstand and the buildings are located somewhere else, or do I need to extract them in some other way?
    Can someone tell me how to extract buildings from the game?

    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.

  3. 16 hours ago, Adil2003 said:

    Hello guys! 
    How i can import whole TDU MAP in other game or game engine like unity 
    It possible to work with latest blender version + TDU World editior 
    I Like if someone intruduce me how use that application!

    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.

  4. 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:

    image.thumb.png.b5193db1adc3f2c8374269c47c96af1e.pngimage.thumb.png.077f1d5b6378b9cc2126c2ddf3a42016.png

    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.

     

     


     

  5. 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.

     


     

  6. 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.

     

  7. Dillingham Airfield Resurfaced (OBSOLETE) mod now merged with New Roads Project: Waialua backroads


    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.


     

  8. Hi,

    I'm planning to start a series of videos based on what I know about world-editing this weekend. The series of videos will go over:

    • Height map export and import
    • SHK-R creation and Import(working shadows) 
    • Object creation, shaders, textures and import(building road mesh)
    • PMI Hex editing(Removing and replacing certain objects)

    I know i said the exact same thing last year, but that's before i had to do my thesis. Now its over, and I just want to get back into TDU modding.

  9. Hi, sorry to be a bother, but I been trying use TDUF filetool to jsonify PMI files to see i can fix a few things on Surfer's Island.

    This is my command:

    FileTool jsonify -i "C:\sectors\Sector-0-2-0-7\Sector-0-2-0-7-V.pmi" -s "C:\sectors\Sector-0-2-0-7\PMI-map.json" -o "C:\sectors\Sector-0-2-0-7\Sector-0-2-0-7-V.json"

    Result:


    E:\testdriveunlimited1\TDU Platinum Toolkit\tduf\tools\cli>PUSHD ..\..

    E:\testdriveunlimited1\TDU Platinum Toolkit\tduf>java -cp .\tools\lib\tduf.jar fr.tduf.cli.tools.FileTool jsonify -i "C:\sectors\Sector-0-2-0-7\Sector-0-2-0-7-V.pmi" -s "C:\sectors\Sector-0-2-0-7\PMI-map.json" -o "C:\sectors\Sector-0-2-0-7\Sector-0-2-0-7-V.json"
    Will use structure in file: C:\sectors\Sector-0-2-0-7\PMI-map.json
    java.lang.IllegalStateException: Structure mismatch for field key: entry_entity_list[2046].gap3
            at fr.tduf.libunlimited.common.helper.AssertorHelper.assertSimpleCondition(AssertorHelper.java:29)
            at fr.tduf.libunlimited.low.files.research.rw.GenericParser.readFields(GenericParser.java:89)
            at fr.tduf.libunlimited.low.files.research.rw.GenericParser.readRepeatedValues(GenericParser.java:151)
            at fr.tduf.libunlimited.low.files.research.rw.GenericParser.readAndDumpValue(GenericParser.java:133)
            at fr.tduf.libunlimited.low.files.research.rw.GenericParser.readFields(GenericParser.java:87)
            at fr.tduf.libunlimited.low.files.research.rw.GenericParser.readRepeatedValues(GenericParser.java:151)
            at fr.tduf.libunlimited.low.files.research.rw.GenericParser.readAndDumpValue(GenericParser.java:133)
            at fr.tduf.libunlimited.low.files.research.rw.GenericParser.readFields(GenericParser.java:87)
            at fr.tduf.libunlimited.low.files.research.rw.GenericParser.parse(GenericParser.java:56)
            at fr.tduf.cli.tools.FileTool.jsonify(FileTool.java:260)
            at fr.tduf.cli.tools.FileTool.commandDispatch(FileTool.java:175)
            at fr.tduf.cli.tools.GenericTool.doMain(GenericTool.java:52)
            at fr.tduf.cli.tools.FileTool.main(FileTool.java:91)


    E:\testdriveunlimited1\TDU Platinum Toolkit\tduf>POPD

    I would really appreciate if you help me with this problem. It would be a great asset to my work.

    Plus java versions which im using.

    java version "1.8.0_212"
    Java(TM) SE Runtime Environment (build 1.8.0_212-b10)
    Java HotSpot(TM) Client VM (build 25.212-b10, mixed mode)

  10. Smooth Roads Project


    This mod changes the surface of some of the roads to a much smoother ride experience.

    Problems:

    Shadows: Car shadows doesn't work on these new roads. They flicker like crazy: I believe this is due to the fact that the road mesh isn't aligned with the R.shk. However if you drive in 1st person view  your fine.

    Also, if your a photographer there are ways to make the shadow look normal, you just need to hit pause at the right moment.

    Installation:

    Extract to your TDU1 directory (same location of Euro file) Let it overwrite Area -2-4 contents.

    Credit:

    B-Eight

    BetaTGC69: Beta testing and finding potholes.

    if you have any trouble with this, please ask.


     

  11. Surfer's Island BETA V2 (New Island mod)


    This mod replaces the northern secret island (known as unfinished island) with a new island. This new island is a drivers paradise with banked tarmac roads and dirt rallying tracks. Its a real blast to drive(especially with Surfin' USA on the radio) and i hope everyone will be as delighted as me and my friend.  🙂

    Problems:

    Flying guardrails, couldn't change PMIs so they will have to remain here for now.

    Road Texture, the roads only use R_C_00.2db. I know that the roads use multiple textures but didn't get round to it.

    Installation:

    Extract to your TDU1 directory (same location of Euro file) Let it overwrite Area -1-1 contents.

    How to get there:

    Bookmark coordinates: Documents\Test Drive Unlimited\savegame\BEight\bookmark\bookmark.txt

    "Surf Island"  100 10162.41 34.09 8955.99 0.862 0.007 0.508  427894457

    100 = Bookmark number and image, Just make sure you don't have another bookmark called this. Put the bookmark picture in the same folder with bookmark.txt.

    If you do have another bookmark. Rename the other bookmark(the one that you already had) to something else, 101 for example.

    Credit:

    B-Eight

    BetaTGC69 Beta testing and taking these photos for me.

    if you have any trouble with this, please ask.


     

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