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Djey

V.I.P!
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Everything posted by Djey

  1. It seems near to the Saturn Sky engine :)
  2. Partially invisible ? Does that mean they are only visible at a short distance ? Cause I had the same problem with my Alfa and it's fixed now ;) Don't forget to generate mipmaps for dds files.
  3. That will only change texture. If ZlaskeN does want a different shape for its wheel, that won't help him. To change wheel shape, ZModeler must be used onto the car model. And size problems are gone now :) Please update.
  4. Hummm, very strange. This file is created automatically at first use. Something prevents the app from creating new files into the xml subfolder. Did you install it into the Program Files folder ? It's now protected by Vista. So if you're under Vista, please ensure you run this tool as Administrator. --- Edit : the rights bug should be fixed now. Updated file on server.
  5. 12-08 00:36AM @Paris : 1.6 beta IS ready :cheeky: Check first post to download. As always, please report any bug you shall encounter. Thanks.
  6. Awesome X2 ! + rep too. I will report your mod to tdu.fr, if you don't mind :)
  7. Putting hi-res textures throws TDU modding up to next level :p The bug which Tool is talking about is very strange and won't appear on every model. We will have to work again to fix this issue ... Texture enlarging will be publicly available as a beta with next Modding Tools. See you tomorrow ;)
  8. Djey

    Audi Q7

    Hi Quentoche, I think we already know each other (from tdu.fr) :) Good luck with your project ! A Q7 in TDU2 ?? they have to confirm this game first :rolleyes:
  9. What limits ? :oook: BNK file size ? In fact you can't add more wav files to the BNK. However you can do almost everything with the existing ones; including putting larger wavs than the originals.
  10. Haven't you noticed that many fellows are in your case ? That's not because you're asking for a car you'll get it immediatly. The project should be realistic and a modder must like that model. So you'll have to wait. On the other hand, there's also the DIY method (Do It Yourself) :)
  11. Good job ! Can't wait to test it on my game PC :)
  12. Possible, but it's hard to activate these codes in DB files, since they are encrypted. Simply putting files with corresponding names in the Vehicules folder does not work... we tried. The megapack came with a new version of database files. I guess all is set there.
  13. Hi again shark971 ;) if you (or any modder) need more features in Modding Tools, don't wait to ask !
  14. 12-04 8:54PM @Paris : 1.6 beta is close to be ready :) I'm currently making last tests. Expect to get it @ TDU:C on Monday the 8th at the latest. Here is the change log : - Main: * Many bug fixes * This release is the last one integrating Jeff Harris' BNK Editor * Ability to launch TDU according to default and custom profiles * Brand new system to save your settings - MAP Tool: * Key generator can use existing key file to make id searching easier * Ability to copy id list to clipboard (Key Generator) * New files supported by key update - File Browser: * Can transform your genuine Bnk1.map file into a "magic map" one * File explorer now has 2 more views (small icons and details) * Supported files have their own icons * Explorer items have a contextual menu (just right-click on them) - DDS to 2DB: * (alpha feature) accepts textures with different size from the original. Please report any problem you shall encounter. * still needs the original 2DB file to convert the DDS correctly - 2DB to DDS: * Enhancement in "multiple conversion" mode : folder where 2DB are stored is now displayed, so is a button opening explorer to this location
  15. I really doubt about it. A solution using notepad to modify files.... As tool said, that only affects on-screen details, not car physics. If someone wants to edit them, he will need to unlock encryption of files into DB.BNK first (I've already told that).
  16. Hi why do you have to cut sizes ? Do you mean sound duration (seconds) or file size (in bytes) ? With latest tools + magic map, there's no more restriction on file sizes.
  17. Great ! NitroBlue has a great idea :) It would be cool to switch the player to biker appearance (suit & helmet) for this car :thumbsup: Does anyone know how to do this ?
  18. I don't know if ZModeler knows how to import pre-NFS Carbon models... anyway, just import these 4 files.
  19. @tool831 : I'm currently working on it :) @T3hReaper : theorically, any file size is supported. If it's about the 1mb's 3DG issue, it's a bug of the Modding Tools. Let's check that by private messaging.
  20. Ok in fact we can open max files in 3dsmax, then save meshes as 3ds files. But by reading the links you've given, it may be a nightmare when importing 3ds to ZM2. Let's hope the script will be ready in the future :) Edit : sad... apparently ZM2 does not import .oif files anymore :(
  21. :) No, you only asked to add new texture files to a bnk.
  22. Interesting ! Thanks. However how can I manage to import it in ZModeler 2 ? There's a not a such import filter, for .max files... I guess it must be converted with 3ds max first ?!
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