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Djey

V.I.P!
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  1. Like
    Djey reacted to Speeder in Test Drive Unlimited: Project Paradise [v0.03A PUBLIC BETA AVAILABLE!]   
    You'll be able to set 3 level (low,mid,high) of fuel consumption and the fuel tank capacity for each slot id available in your database (and the global configuration applied to every slot as well). :D
  2. Like
    Djey got a reaction from Rassva in COMB@T_$HOTGUN: 2010 Fiat Punto Evo Sport   
    This file describes torque curve in Nm according to engine RPM (angular velocity in rad/s). And other osbcure things which depend on the vehicle (???). Unlikely this has to do with cockpit speedometer, but who knows ... 
    You'll be able to handle this kind of files s00n, thanks to mcv100 fellow. ;)
  3. Like
    Djey got a reaction from COMB@T_$HOTGUN in COMB@T_$HOTGUN: 2010 Fiat Punto Evo Sport   
    This file describes torque curve in Nm according to engine RPM (angular velocity in rad/s). And other osbcure things which depend on the vehicle (???). Unlikely this has to do with cockpit speedometer, but who knows ... 
    You'll be able to handle this kind of files s00n, thanks to mcv100 fellow. ;)
  4. Like
    Djey got a reaction from Minime891 in COMB@T_$HOTGUN: 2010 Fiat Punto Evo Sport   
    This file describes torque curve in Nm according to engine RPM (angular velocity in rad/s). And other osbcure things which depend on the vehicle (???). Unlikely this has to do with cockpit speedometer, but who knows ... 
    You'll be able to handle this kind of files s00n, thanks to mcv100 fellow. ;)
  5. Like
    Djey reacted to COMB@T_$HOTGUN in COMB@T_$HOTGUN: 2010 Fiat Punto Evo Sport   
    The btrq file is a small physics file that changes rev and shifting time and maybe some other things, but im not 100% sure
  6. Like
    Djey got a reaction from Neddo in Djey : TDU Modding Tools [1.16.3]   
    Thanks for feedback, it may be time to release a patch for it :)
    I will test it when I can.
     
    Could you please send me your offending DB.BNK ? (or TDU_CarPhysicsData.db should be okay).
  7. Like
    Djey got a reaction from Milli in Zoqqer's mod factory ( ͡° ͜ʖ ͡°)   
    Have a look at civicmanvtec's megapack thread (base files) and milli's thread (customized pack files) to see how you should proceed :)
  8. Like
    Djey got a reaction from Milli in TDU Unofficial Community Carpack - Milli's Patch   
    Wow. Never thought #tduforever initiative would lead to this kind of massive mod so quickly.
     
    Good job, milli. You and other people do prevent me from leaving TDU Tooling :)
  9. Like
    Djey got a reaction from TDUZoqqer in [TDUMT] Making installer Q&A thread   
    CustomizeViewsUnlimited asks for a modded Cameras.bin file to provide, which contains more cameras entries. Some TDU versions have very incomplete cameras.bin and thus can't be used to adjust views.
    TDUMT has such an enhanced Cameras.bin file embedded (you'll find in directories).
     

    Yes, they work. They allow changing traffic density according to island zones (SetTrafficDistribution) and traffic vehicle density per kilometer (SetTrafficPerKilometer). That's used with patch 1.68b but it causes sync issues if people use different configurations while online ... (vehicles appear/disappear randomly). So I don't recommend using these instructions online.
  10. Like
    Djey got a reaction from Neddo in [TDUMT] Making installer Q&A thread   
    Here is a thread to collect all questions and answers about making install.pch files to use with TDUMT/Installer.
    It is intended to complete information from official modding guide : http://bit.ly/18IRb6N
     
    To everyone, feel free to participate :)
     
    Brands

    This is how it works : 2 files are used for logos :
    icons_map.2db : for the dealer icons on the map (2048x1024)
    logos_brands.2db : for the badges (vehicle datasheet etc) (2048x2048)
    Those are packed into Euro/Bnk/FrontEnd/AllRes/LogoTexturePage.bnk
     
    Have a look at them. Layout is a grid, so each logo has an index, starting at 0 (= AC logo) , next is 1 ... and so on by reading from left-to right. When you're at the end of a line, it continues from the left at next line.
     
    Important :

    Indexes for a same brand should be the same in both grids !
    Some indexes are reserved for other POIs (challenges, tuner shops, etc.) and should not be erased by brand logos nor associated to a brand
    To link a logo to a brand, change this value in database (TDU_Brands.db) : Logo_Global_Index (5th column)
    You d'have to set the value identical to logo index in previous grids.
    E.g of a database instruction : 735|735 55338337 55338337 55338337 <INDEX> 0 7
     

    Cameras

    CustomizeViewsUnlimited asks for a modded Cameras.bin file to provide, which contains more cameras entries. Some TDU versions have very incomplete cameras.bin and thus can't be used to adjust views.
    TDUMT has such an enhanced Cameras.bin file embedded (you'll find in directories).
     
     
    Resources

    To create many resource values in one instruction, use second solution. Yet, you still need one instruction per language (FR, US, IT ...) 
     
    Traffic

    Yes, they work. They allow changing traffic density according to island zones (SetTrafficDistribution) and traffic vehicle density per kilometer (SetTrafficPerKilometer). That's used with patch 1.68b but it causes sync issues if people use different configurations while online ... (vehicles appear/disappear randomly). So I don't recommend using these instructions online.
  11. Like
    Djey got a reaction from MagicV8 in [TDUMT] Making installer Q&A thread   
    Here is a thread to collect all questions and answers about making install.pch files to use with TDUMT/Installer.
    It is intended to complete information from official modding guide : http://bit.ly/18IRb6N
     
    To everyone, feel free to participate :)
     
    Brands

    This is how it works : 2 files are used for logos :
    icons_map.2db : for the dealer icons on the map (2048x1024)
    logos_brands.2db : for the badges (vehicle datasheet etc) (2048x2048)
    Those are packed into Euro/Bnk/FrontEnd/AllRes/LogoTexturePage.bnk
     
    Have a look at them. Layout is a grid, so each logo has an index, starting at 0 (= AC logo) , next is 1 ... and so on by reading from left-to right. When you're at the end of a line, it continues from the left at next line.
     
    Important :

    Indexes for a same brand should be the same in both grids !
    Some indexes are reserved for other POIs (challenges, tuner shops, etc.) and should not be erased by brand logos nor associated to a brand
    To link a logo to a brand, change this value in database (TDU_Brands.db) : Logo_Global_Index (5th column)
    You d'have to set the value identical to logo index in previous grids.
    E.g of a database instruction : 735|735 55338337 55338337 55338337 <INDEX> 0 7
     

    Cameras

    CustomizeViewsUnlimited asks for a modded Cameras.bin file to provide, which contains more cameras entries. Some TDU versions have very incomplete cameras.bin and thus can't be used to adjust views.
    TDUMT has such an enhanced Cameras.bin file embedded (you'll find in directories).
     
     
    Resources

    To create many resource values in one instruction, use second solution. Yet, you still need one instruction per language (FR, US, IT ...) 
     
    Traffic

    Yes, they work. They allow changing traffic density according to island zones (SetTrafficDistribution) and traffic vehicle density per kilometer (SetTrafficPerKilometer). That's used with patch 1.68b but it causes sync issues if people use different configurations while online ... (vehicles appear/disappear randomly). So I don't recommend using these instructions online.
  12. Like
    Djey got a reaction from Tob-Racer in [TDUMT] Making installer Q&A thread   
    Here is a thread to collect all questions and answers about making install.pch files to use with TDUMT/Installer.
    It is intended to complete information from official modding guide : http://bit.ly/18IRb6N
     
    To everyone, feel free to participate :)
     
    Brands

    This is how it works : 2 files are used for logos :
    icons_map.2db : for the dealer icons on the map (2048x1024)
    logos_brands.2db : for the badges (vehicle datasheet etc) (2048x2048)
    Those are packed into Euro/Bnk/FrontEnd/AllRes/LogoTexturePage.bnk
     
    Have a look at them. Layout is a grid, so each logo has an index, starting at 0 (= AC logo) , next is 1 ... and so on by reading from left-to right. When you're at the end of a line, it continues from the left at next line.
     
    Important :

    Indexes for a same brand should be the same in both grids !
    Some indexes are reserved for other POIs (challenges, tuner shops, etc.) and should not be erased by brand logos nor associated to a brand
    To link a logo to a brand, change this value in database (TDU_Brands.db) : Logo_Global_Index (5th column)
    You d'have to set the value identical to logo index in previous grids.
    E.g of a database instruction : 735|735 55338337 55338337 55338337 <INDEX> 0 7
     

    Cameras

    CustomizeViewsUnlimited asks for a modded Cameras.bin file to provide, which contains more cameras entries. Some TDU versions have very incomplete cameras.bin and thus can't be used to adjust views.
    TDUMT has such an enhanced Cameras.bin file embedded (you'll find in directories).
     
     
    Resources

    To create many resource values in one instruction, use second solution. Yet, you still need one instruction per language (FR, US, IT ...) 
     
    Traffic

    Yes, they work. They allow changing traffic density according to island zones (SetTrafficDistribution) and traffic vehicle density per kilometer (SetTrafficPerKilometer). That's used with patch 1.68b but it causes sync issues if people use different configurations while online ... (vehicles appear/disappear randomly). So I don't recommend using these instructions online.
  13. Like
    Djey got a reaction from Dux in [TDUMT] Making installer Q&A thread   
    Here is a thread to collect all questions and answers about making install.pch files to use with TDUMT/Installer.
    It is intended to complete information from official modding guide : http://bit.ly/18IRb6N
     
    To everyone, feel free to participate :)
     
    Brands

    This is how it works : 2 files are used for logos :
    icons_map.2db : for the dealer icons on the map (2048x1024)
    logos_brands.2db : for the badges (vehicle datasheet etc) (2048x2048)
    Those are packed into Euro/Bnk/FrontEnd/AllRes/LogoTexturePage.bnk
     
    Have a look at them. Layout is a grid, so each logo has an index, starting at 0 (= AC logo) , next is 1 ... and so on by reading from left-to right. When you're at the end of a line, it continues from the left at next line.
     
    Important :

    Indexes for a same brand should be the same in both grids !
    Some indexes are reserved for other POIs (challenges, tuner shops, etc.) and should not be erased by brand logos nor associated to a brand
    To link a logo to a brand, change this value in database (TDU_Brands.db) : Logo_Global_Index (5th column)
    You d'have to set the value identical to logo index in previous grids.
    E.g of a database instruction : 735|735 55338337 55338337 55338337 <INDEX> 0 7
     

    Cameras

    CustomizeViewsUnlimited asks for a modded Cameras.bin file to provide, which contains more cameras entries. Some TDU versions have very incomplete cameras.bin and thus can't be used to adjust views.
    TDUMT has such an enhanced Cameras.bin file embedded (you'll find in directories).
     
     
    Resources

    To create many resource values in one instruction, use second solution. Yet, you still need one instruction per language (FR, US, IT ...) 
     
    Traffic

    Yes, they work. They allow changing traffic density according to island zones (SetTrafficDistribution) and traffic vehicle density per kilometer (SetTrafficPerKilometer). That's used with patch 1.68b but it causes sync issues if people use different configurations while online ... (vehicles appear/disappear randomly). So I don't recommend using these instructions online.
  14. Like
    Djey reacted to Minime891 in Test Drive Unlimited World Editor V0.04   
    I have used it for TDU1 and always worked fine. This was only with exterior and interior bnks though not tried any other bnk.
  15. Like
    Djey got a reaction from COMB@T_$HOTGUN in Test Drive Unlimited World Editor V0.04   
    Using MiniBnk for TDU2 (from TDUMT2) is a good start to add new files to existing bnk...
    never really tested with TDU1 but might work ;)
     

  16. Like
    Djey reacted to Speeder in Test Drive Unlimited World Editor V0.04   
    Heh I've just noticed something a little bit... stupid. :D
     
    3DS max .obj exporter adds 2 space between the values and the start of the line whereas Blender only adds one space.
    As a result, 3DS max files were always using the X axis values instead of the height... :D (which explains that weird 45° error).
    But you do need to untick that 'Flip YZ axis' option as well. :)
     
    I'll correct that for the next update.

     

    I've almost finished the havok roads exporter (still need a quick method to compute the MOPP code I used to calculate manually). I've been testing with low poly mesh (= a plane) and it was working pretty well. :)
    The only cons so far are the size limitation (I've been trying calculating everything but it's still missing something somewhere which make everything crash :p), the fact you can't swap collision files between sectors (there are probably some scale issues or axis values) and obviously you can't add more mesh to a file. As long as your road mesh isn't too complicated, it should be fine.
  17. Like
    Djey got a reaction from Speeder in TDUF - Most advanced modding tools for TDU so far!   
    Announcement : TDUF toolset 0.3.0 now available !
     
    So, what's new ?
    * Bug fixes: all from 0.2.1 hotfix (see previous release)
     
    * Research: BTRQ file structure now uses cryptoMode setting to use auto-encryption feature
    * Research: added new beta file structures to be enhanced (Cameras.BIN, SHK, PMI) - SHK remains default, still
     
    * FileTool: new 'encrypt'/'decrypt' operations
    * FileTool: ability to process encrypted files
    * DatabaseTool: new 'gen' operation to produce TDU database from JSON files
    * DatabaseTool: enhanced 'check' operation, performing wider integrity check of TDU database
    * DatabaseTool: ability to process encrypted files
     
    * Library/support: handles both encryption modes for TDU files (savegames and database)
    * Library/database: ensures contents have size multiple of 8 when written for more compatibility
    * Library/structure: supports very short NUMERIC type (8 bit)
    * Library/structure: respects data length when writing
     
    * Core: upgrade misc. utility libraries.
     
    See first post to download!
  18. Like
    Djey got a reaction from Minime891 in TDUF - Most advanced modding tools for TDU so far!   
    Announcement : TDUF toolset 0.3.0 now available !
     
    So, what's new ?
    * Bug fixes: all from 0.2.1 hotfix (see previous release)
     
    * Research: BTRQ file structure now uses cryptoMode setting to use auto-encryption feature
    * Research: added new beta file structures to be enhanced (Cameras.BIN, SHK, PMI) - SHK remains default, still
     
    * FileTool: new 'encrypt'/'decrypt' operations
    * FileTool: ability to process encrypted files
    * DatabaseTool: new 'gen' operation to produce TDU database from JSON files
    * DatabaseTool: enhanced 'check' operation, performing wider integrity check of TDU database
    * DatabaseTool: ability to process encrypted files
     
    * Library/support: handles both encryption modes for TDU files (savegames and database)
    * Library/database: ensures contents have size multiple of 8 when written for more compatibility
    * Library/structure: supports very short NUMERIC type (8 bit)
    * Library/structure: respects data length when writing
     
    * Core: upgrade misc. utility libraries.
     
    See first post to download!
  19. Like
    Djey got a reaction from iLLGT3 in TDUF - Most advanced modding tools for TDU so far!   
    Announcement : TDUF toolset 0.3.0 now available !
     
    So, what's new ?
    * Bug fixes: all from 0.2.1 hotfix (see previous release)
     
    * Research: BTRQ file structure now uses cryptoMode setting to use auto-encryption feature
    * Research: added new beta file structures to be enhanced (Cameras.BIN, SHK, PMI) - SHK remains default, still
     
    * FileTool: new 'encrypt'/'decrypt' operations
    * FileTool: ability to process encrypted files
    * DatabaseTool: new 'gen' operation to produce TDU database from JSON files
    * DatabaseTool: enhanced 'check' operation, performing wider integrity check of TDU database
    * DatabaseTool: ability to process encrypted files
     
    * Library/support: handles both encryption modes for TDU files (savegames and database)
    * Library/database: ensures contents have size multiple of 8 when written for more compatibility
    * Library/structure: supports very short NUMERIC type (8 bit)
    * Library/structure: respects data length when writing
     
    * Core: upgrade misc. utility libraries.
     
    See first post to download!
  20. Like
    Djey got a reaction from slylecoco in TDUF - Most advanced modding tools for TDU so far!   
    Announcement : TDUF toolset 0.3.0 now available !
     
    So, what's new ?
    * Bug fixes: all from 0.2.1 hotfix (see previous release)
     
    * Research: BTRQ file structure now uses cryptoMode setting to use auto-encryption feature
    * Research: added new beta file structures to be enhanced (Cameras.BIN, SHK, PMI) - SHK remains default, still
     
    * FileTool: new 'encrypt'/'decrypt' operations
    * FileTool: ability to process encrypted files
    * DatabaseTool: new 'gen' operation to produce TDU database from JSON files
    * DatabaseTool: enhanced 'check' operation, performing wider integrity check of TDU database
    * DatabaseTool: ability to process encrypted files
     
    * Library/support: handles both encryption modes for TDU files (savegames and database)
    * Library/database: ensures contents have size multiple of 8 when written for more compatibility
    * Library/structure: supports very short NUMERIC type (8 bit)
    * Library/structure: respects data length when writing
     
    * Core: upgrade misc. utility libraries.
     
    See first post to download!
  21. Like
    Djey got a reaction from JPTH in TDUF - Most advanced modding tools for TDU so far!   
    Announcement : TDUF toolset 0.3.0 now available !
     
    So, what's new ?
    * Bug fixes: all from 0.2.1 hotfix (see previous release)
     
    * Research: BTRQ file structure now uses cryptoMode setting to use auto-encryption feature
    * Research: added new beta file structures to be enhanced (Cameras.BIN, SHK, PMI) - SHK remains default, still
     
    * FileTool: new 'encrypt'/'decrypt' operations
    * FileTool: ability to process encrypted files
    * DatabaseTool: new 'gen' operation to produce TDU database from JSON files
    * DatabaseTool: enhanced 'check' operation, performing wider integrity check of TDU database
    * DatabaseTool: ability to process encrypted files
     
    * Library/support: handles both encryption modes for TDU files (savegames and database)
    * Library/database: ensures contents have size multiple of 8 when written for more compatibility
    * Library/structure: supports very short NUMERIC type (8 bit)
    * Library/structure: respects data length when writing
     
    * Core: upgrade misc. utility libraries.
     
    See first post to download!
  22. Like
    Djey got a reaction from Tob-Racer in TDU Unofficial Community Megapack 2 (Open Beta released)   
    Yeah, HUD and Rims have to be updated in carData.mdb. I only added missing vehicles :)
    Will try to add them in the coming days.
     
    This megapack has all names provided in US language only; for final version all language files should be modified. That means a lot of work.
  23. Like
    Djey got a reaction from curtis_187 in TDU Unofficial Community Megapack 2 (Open Beta released)   
    Hi again,
     
    here you are ! Please use with caution !
    http://bit.ly/1L1i2bQ
    (replace carData.mdb file by the one in archive)
     
    TDUPE 2.77 is recommended, to switch official names and modded names.
    http://bit.ly/1AaZmBD
     
    :)
  24. Like
    Djey got a reaction from MagicV8 in TDU Unofficial Community Megapack 2 (Open Beta released)   
    Hi again,
     
    here you are ! Please use with caution !
    http://bit.ly/1L1i2bQ
    (replace carData.mdb file by the one in archive)
     
    TDUPE 2.77 is recommended, to switch official names and modded names.
    http://bit.ly/1AaZmBD
     
    :)
  25. Like
    Djey got a reaction from Tob-Racer in TDU Unofficial Community Megapack 2 (Open Beta released)   
    Hi again,
     
    here you are ! Please use with caution !
    http://bit.ly/1L1i2bQ
    (replace carData.mdb file by the one in archive)
     
    TDUPE 2.77 is recommended, to switch official names and modded names.
    http://bit.ly/1AaZmBD
     
    :)
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