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stoplookingmypic

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  1. Like
    stoplookingmypic got a reaction from MagicV8 in TDU2 Graphics Improvement Mod (Reshade)   
    View File TDU2 Graphics Improvement Mod (Reshade)
    Make your game more vivid!
    -Changes:
    Increased sharpness
    Bloom
    Better colors
    FXAA (Antialiasing)
     
    How to install:
    Copy and paste the files from the zip on your TDU2 Folder
    And if necessary, load the reshadepreset.ini from reshade settings (press the Home button)
     
    Submitter stoplookingmypic Submitted 01/26/2023 Category Environment  
  2. Like
    stoplookingmypic reacted to kureadeigo in [TDU 1] HD Realistic Graphics Mod + Textures (Low PC Compatible)   
    can you make a TDU2 shader compatible with Low end Pc ?
     
  3. Like
    stoplookingmypic reacted to nulled in deleted   
  4. Thanks
    stoplookingmypic reacted to Eudemon in [TDU 1] HD Realistic Graphics Mod + Textures (Low PC Compatible)   
    added you to modder group
  5. Like
    stoplookingmypic reacted to tasos007007 in shadowered road for tdu1   
    while im searching for data to make Aclass bots faster i found a data that makes the roads shadowered that  i like so let me share it here
    so open tduexe[11.976mb] with hexeditor and make the line B41D00  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
  6. Thanks
    stoplookingmypic reacted to tasos007007 in FASTER BOTS   
    during my research i made some discoveries which i ll share with yu little by little some of them will be very usefull while some others maybe placebo effects.So here we go
    1] the FXini file is actually the file in which you can "fix'' or add many params although they re located in other files so
    2]if you decrypt the physics.cpr file from tdu2 and you copy some params and paste them to fxini they affect the tdu1
    3]the cars are registered and encrypted in AIConfigxml but if you add or change the ids of some cars you can also register them in fxini and set some params in order to be driven fast by bots f.e. i cloned the enzo ferrari ,i set as id=5030 and i registered it in fxini in [CAR] section by this way-->
    <VEHICLE database_id="5030" braking_dist_c1="0.999" braking_dist_c2="0.999" turning_speed_c1="9.999" turning_speed_c2="9.999" handling_mark="99.999"/> 
    here i upload the 'modded' fxini file to see some other changes or adds but most of them have no effect to game
    stay tuned and i ll post more discoveries untill i find the data which limits the behaviour of AIBots espesially those who drive A -B -C classes cars
    FX.ini
  7. Thanks
    stoplookingmypic reacted to kristiannn in Hawaiian Bliss v4.0 (Textures + Weather Day & Night Mod)   
    Yes, of course. 🙂
     
    I'm not sure how much you know about these stuff, so I'll explain in detail.
     
    What TDU uses is ADS lighting, which stands for Ambient, Diffuse and Specular.
     

     
    As you can see on the image above, these are the three separate components and the fourth image is the result of combining them. What you see on the road, that shininess comes from the Specular light. The line that controls that therefore is this one " SUNSPECULARCOLOR = 1.498 1.134 0.567 1.00000 " (numbers are from SUNRISE weather). As you can see, there are 4 values. These 4 values represent RGBA (Red, Green, Blue, Alpha). You don't care about the Alpha value, so just leave that at 1. Now, you can make every single color you want, by using these three particular colors - red, green and blue. You can play around with the sliders on this website to see for yourself. The values in the website are from 255 to 0, however as you can see the values in TDU are 0.5, 0.7, 1.2, etc. The values that are in TDU are simply multipliers of that number. So 1.0 would be 255. It's important to note that the higher the value, the brighter that color is. Anyway, you can easily calculate the colors by dividing the number in the website to 255. So, for instance the color you choose is 255, 200, 215, that color in game would be 1.0, 0.7843, 0.843. These numbers are made up by dividing 255/255, 200/255, 215/255. Now, the color will appear the same as it does in the website, but the brightness will be even lower than the one on the values I've put in. In order to increase the brightness, you need to multiply these exact values. So for instance, you want to increase the brightness by 50%. You do that by multiplying all these values, so 1.0 * 1.5 would be 1.5, 0.7843 * 1.5 would be 1.176, 0.843 * 1.5 would be 1.2645. So the color that has 50% more brightness will be 1.5 1.176 1.2645. Funnily, however, you run into another issue here. The more you increase the brightness, the less contrast that color is going to have. Therefore, the color will appear a bit lighter in shade than its unmodified counterpart. This is why you may have to play a lot with these values until you find the color that you're looking for. That website is very useful for that since you can see how the final color changes by changing the values. For instance, for the color I've given as an example (255,200,205), if when you increase the brightness, the color gets too close to white, you can notice that just by decreasing the "green" value, you get a darker shade of pink. So, you may try decreasing the modified values from 1.5 1.176 1.2645 to maybe 1.5 1.05 1.2645 and see if that helps. It's mostly trial and error until you find what you're looking for with these.
     
     
    TLDR: What you may try to do is just multiply the first 3 values of SUNSPECULARCOLOR by a value. For example, if you want to try increasing it by 20%, you multiply them by 1.2. If, however, you don't like the new color, you'll have to mess with all 3 colors a bit and it gets trickier and you'll have to read carefully everything above.
     
    Mind that I typed this in pretty quickly, so I'm sorry if it's not written well. If you don't understand something, just ask and I'll try to clear it out. 🙂
     
     
    EDIT: Oh, I forgot. Keep in mind that most weather parts have 2 different parts. There's SUNRISE, but there's also SUNRISE2. And if you change the specular value of SUNRISE, you need to change it for SUNRISE2 as well. Also, MOONLIT has MOONLIT2 as well. All sunsets have a "2" version as well. That's all done for the sun position, so if you change a specular value, reflection value or anything else except the sun position, you have to change it for the "2" version of that same weather part as well. This does not apply for DRYDAY and DRYDAY2, though. These are 2 completely different weather sets.
  8. Like
    stoplookingmypic got a reaction from Eudemon in can anyone upload a flying glitch or helicopter for tdu1?   
    you can try downloading a physics editor and mess with the car physics (i dont have the physics editor, its just a tip)
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