We promise no intrusive ads, Please help keep the community alive
Consider supporting us by disabling your ad blocker / add to whitelist / purchasing VIP.
Consider supporting us by disabling your ad blocker / add to whitelist / purchasing VIP.
Tool831
Members-
Posts
4,526 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Blogs
Gallery
Downloads
Store
Lyrics
News
Guide
Events
Everything posted by Tool831
-
:cheeky: My testers rule..
-
released Grin116: Dodge Charger R/T `69 [v.1.6-updated] + General Lee[1.4]
Tool831 replied to Grin116's topic in Vehicle Mods
Well your dodge charger isn't stock.. So basically R/T version.. Cause its meant to be like this.. http://i127.photobucket.com/albums/p140/race_invader/logo_full_slaunch_resized.jpg http://i127.photobucket.com/albums/p140/race_invader/IM002092.jpg So what you'd need to change is make the rear black just near the lights, Get rid of the custom grill near the front wheels and that chrome air vent on the side skirt. -
released Grin116: Dodge Charger R/T `69 [v.1.6-updated] + General Lee[1.4]
Tool831 replied to Grin116's topic in Vehicle Mods
Are you going to do a Stock General lee and stock dodge charger? -
Ok well to resize and know what tools i suggest going here. ;)http://forum.tdu-central.com/showthread.php?t=3821 This shows you how to export the textures etc and programs that make it easy.
-
You can't add new textures just so you know, and to resize textures you have to resize in photoshop. :) And sometimes if textures are really big the car dissapears. unlike NFS, TDU has limits.
-
Its still 'none' even if it is a retexture.. Its not the correct model or anything.
-
you know, as its a retexture it really won't look like the real thing.. Cause the Zonda c12s only has 2 rear lights and headlights.. So honestly it will look strange. Specially without the correct spoiler.
-
released Grin116: Dodge Charger R/T `69 [v.1.6-updated] + General Lee[1.4]
Tool831 replied to Grin116's topic in Vehicle Mods
Is there going to be a stock version? :) -
Tutorial: Importing / Creating Your Own Basic Car Mod For TDU
Tool831 replied to Tool831's topic in TDU - Support
Nah thats alright, but in my first post on this is says "For part definitions go here: http://forum.tdu-central.com/showpos...77&postcount=2" ;) -
Tutorial: Importing / Creating Your Own Basic Car Mod For TDU
Tool831 replied to Tool831's topic in TDU - Support
Tutorial: Importing a basic car into TDU! As my job has been pushed back to Wednesday, ive got 3 days to explain modding for TDU. --------------------------------------------- (Example car for tutorial: Nissan Skyline GTR) TDU Car part definitions: -- OLD IMAGE REMOVED (imageshack) -- SKYGTR = Main Dummy ---- DCAR: (Holds all 3D Parts and wheels/Light FX) BODY_LR = Low body for seeing the car at far distance PLATE = Number plate BODY_HR = (High Res body *Main Body*) LGT_RL & LGT_RR = Rear left/Right brake light LGT_FL & LGT_FR = Front left/Right headlight Kit1 = Sometimes can be either bodykit or mesh items [91]XHAUST_ = Exhaust muffler/Tip EXH_FX0 = Exhaust smoke FX BOTTOM = Underbody of the car ------------------------------------------ (This is the same for DOOR_R) DOOR_L = Main door INT_LR_L = Low poly interior door which shows when car is far away WND_L1 = Side door window WND_L2 = Is a dummy which makes the window wind down RV_L = Just rear view mirror and side mirror (nothing really important) [A3 AB]INT_HR = I believe this spawns the High poly door panel to show on the door --------------------------------------- COCK_LR = Low poly interior shows only when far away or on multiplayer STEER_LR = Steering wheel [94]AND_LR_ & [9A]AND_LR_ = Dummy where the hands are put on the steering wheel [9F]EAT_LR_ = Left seat [8E]ACK_LR_ = Dummy where the head is put on the seat [90 A8]RSEAT_ = Where the bum of the driver sits [98]OOT_LR_ & [92]OOT_LR_ = Where the legs sit in the car GEAR_LR = DUMMY where to shift HBK_LR = Handbrake dummy where to pull the handbrake (Never made it into Final TDU so it don't work) RADIO_LR = DUMMY for Where the hand changes the radio (Never made it into Final TDU so it don't work) -------------------------------------------- Not 100% sure what all these are some can be indicator glare, brake lights and reverse light glare, its not hard sometimes to find out which ones which. FA_W_RL = FA_S_RR = Brake Light FA_B_RR = FA_W_RR = FA_S_RL = Brake Light FA_B_RL = FA_R_RL = Reverse light glare (You may have 2 if your car has to reverse lights.) ------------------------------------\ \ FA_L_FR = \ \ FA_L_FL = \ \ FA_L_FL2 = These are the headlight glares.. FA_L_FR1 = FA_L_FL1 = / / FA_L_FR2 = / --------------------------------------/ WIPER_L, WIPER_R, WIPER_B: Window wipers ------------------------------------------------ (This is the same for the other Fork_RL, FR, FL etc) FORK_RR: Main tyre DUMMY that places the tire [A5 A6]IRRUP_: DUMMY but Not sure what it does (Sorry) DISC_RR: Brake disk DUMMY WLR_RR: Wheel/Tyre D_RIM_RR: RIM Dummy (Spawns the rim i believe) [96]_TIRE_R: Another tyre Dummy BRAKE_RR: Main Brake Disk STIR_RR: Brake Caliper ------------------------------------------- SPRG_RR, SPRG_FL, SPRG_FR, SPRG_RL = 2D Suspension ------------------------------------------- D_SHADOW = Dynamic shadow (Appears when sun is on a certain point on the car) DS-CA_FL = Wheel shadow (Same goes for the rest of them) ------------------------------------------- D_SPLANE: Ground Shadow ------------------------------------------- Zmodeler definitions: Dummy: Can't explain what it is but in short: Basically a green cube. -
I will start with a 370Z as a quick import as its easy seeing parts aren't all over the place, then ill replace the Skyline seeing the definitions are on the skyline which might be easier. :) You can do this with any custom car model its not gonna change really. ------------------ For part definitions go here: http://forum.turboduck.net/showpost.php?p=146377&postcount=2 Tools you need: [Trial or Full version of Zmodeler 2.2.1] (If trial you will have to download the Alfa_GT demo pack) [Photoshop CS2 or something that can save .dds] [Djey's TDU Modding Tools] ------------------- 1: Extract all 'Common_cars' .2db files only don't convert into .dds 2. Extract all 'SKYGTR' 2db files 3. Load up zmodeler 4: Go into 'Options' then 'Settings' and click on services and then click on 'textures' 5: Click on 'Add' then select your extracted 'Common_car' .2db files and then after add the 'SKYGTR' files. 6. Then click 'Apply' and 'Ok' 7: Go to 'File' then 'Import' or find the icon which is quickest 8: Browse in our 'SKYGTR' then import the .3dg file 9. Ignore 'Cannot resolve string' in the 'Error Box' its not a error or problem that will affect the car in anyway. --- 10. You want to delete the following 3D parts inorder to get a nice clean import. BOTTOM, WIPER_L, DOOR_L, DOOR_R, WIPER_L, WIPER_R, WIPER_B --- 11. Go to 'File' then 'Merge' 12. Browse for your custom model (Mine is Nissan 370Z) (You should have your model merged with TDU model, Now as this is a quick import on how to get a car into TDU we will just paint the whole car..) 13: Right click on separate parts then go to 'Properties' 14: Drop down 'mesh' then 'Polygons' 15: Then in 'Materials' click on it. 16: It will bring up a drop down list, now find 'PAINT' then click on 'Apply' then 'Ok' (The part should be a White once 'PAINT' is applied) 17: Now double click on your custom car and rename it to 'BODY_HR' 18: Find the original 'BODY_HR' and right click 'Edit' then 'Delete' 19: Put your custom 'BODY_HR' into 'D_CAR' 20: Go to 'File' then 'Export' (Select where you wanna export it) 21: Load up 'Djeys modding tools' 22: Go to 'File browser' 23: Find 'SKYGTR' 24: 3 files exported out of Zmodeler 25: Replace the same, you will see the same file format .3dg, .2dm, 3DD (Example: 370Z Tut.3dg, 370Z tut.2dm, 370Z tut.3DD) When replacing you would wanna do 'Modify Size' just incase the car is more then the original file size! Done! http://i127.photobucket.com/albums/p140/race_invader/Untitled-2-9.jpg ------------------------ See your first imported car.. :p I'm not going to write up a full Tutorial how to get a fully working car etc as thats just too much typing etc.. Just learn from what you have just done.
-
As much as i just revived a 5 page old thread.. (Its mine anyway) ---------- http://i127.photobucket.com/albums/p140/race_invader/20090114102734.jpg (Had my graphics on low :( wish i could of it better quality) http://i127.photobucket.com/albums/p140/race_invader/20090114100123.jpg http://i127.photobucket.com/albums/p140/race_invader/20090114101649.jpg
-
Well if you just read his first post he doesn't wanna post mods cause there isn't enough respect for his work etc. So thats why. "This Will Be Finished Dont You Worry" Thing is though it will be done, just not released here. :) -------------- Btw why you worried anyway, you don't have the game just yet.
-
Well thats abit harsh, its reapers fav car so it will be finished but for his private use. :p
-
Zonda F & S2000 Stopped! Due to job wise, i have a job working in the mine's. Which is traveling around alittle bit etc. i start Monday. So unfortunately have to stop these cars. I am serious about this, i did really wanna finish the Zonda F but seeing im traveling now and will have basically no internet connection.
-
Im interested.. Except can't find a decent model.
-
2 new images!
-
What regular Zonda.. :lol: There is no 'Regular' cause you cant say "Yeah ill take the regular Zonda with Blue interior"
-
rims are small cause.... well all i can say to make sense is its a WIP and will be fixed. ;)
-
I don't see how my interiors are dark, cause most people say they are too light so its either HDR that is making it black or 'dark' On another note: Its not that simple to keep a interior from Eden and use it on a custom model. Cause the door panels auto locate and when a custom model is put on the door panels do not relocated on the new car model so that would mean i would have to lock the doors from opening and even the doors, which i don't wanna do cause that just lowers the whole quality.
-
Zonda F 2 New pics!!
-
First Import Picture Posted! *Waits for Thescottishspotter to wet his undies" :D :D
-
Well i got my own high poly interior for it. But i can always look into using the original except once again there is differences with the Zonda F to the Zonda C interiors. Just like the same situation like the CCX and CCR. :)
-
Actually the interior is like every other interior i do. :) It goes dark depending on certain lighting. This is cause i believe TDU's sun is dynamic something like crysis's sun. So depending on where the sun is then it will go either lighter or darker. I can't fix that cause its TDU fault not mine. However im looking into to make TDU bump maps which will hopefully level the texture out. -------------------- Zonda F WIP Rims posted!