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Tool831

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Posts posted by Tool831

  1. IMO it's better to wait to modders to familiarize with the new game features,like moving parts and all

     

    Why wait? I already know what's up with TDU2 models all you have to do is look at them.

     

    Windows use a dummy

    Doors use a pivot point

    Spoilers use a specific setup with names also contain 3 dummy's for positions along with pivot point on 3D objects. Far as I can tell (2 dummy's in different places is angle it tilts, Lower dummy is where is stops) Far as I can tell.

    Small 3D modeled parts on tail lights and headlights are for the light glass reflection.

    Front/Rear bumpers are separate parts for damage

    Doors have slightly changed by only one extra dummy (Sure 100% on what it does but I think its simply a dummy for door opening sequences to notify the game which door is right and left)

    Cock_LR < All the same as TDU1

    Shadow box has slightly changed but nothing major

    All headlights and tail lights have a pivot for the glare.

    Convertible roof's not sure how the California works but the Ferrari 308 GTS has a simple name for the roof [HARDTOP] and that will just fade ingame when you remove the roof.

     

     

    Not to sound overly positive but I reckon give me a TDU2 filter, I'd have a good result of a working car with its features.

  2. I noticed one thing, on the DBS for example: I swapped DBS body with the DB9 Volante. Then I loaded the DB9 Volante in my garage without DBS textures. And the thing that shocked me is that the DBS badge was on the body, without the 2DB of the DBS Bnk... Textures are stored inside the 3DG now?

     

    Yeah I got that too with the Scuderia, seems as though the game will locate and load the appropriate texture (Depending on what the material setup is) unlike TDU1 where it would only read the one BNK and its contents. It seems to read outside of the BNK, which would also explain the way the car is extracted.

     

    Which leads me to say... It could be very well possible we could create a new common_car.bnk and use our own textures.

  3. lol that last one (in your first post) reminds me of NFS ProStreet

     

    Haha, Now that you mention it.. :eek:

     

    How do you enjoy playing FM4 on 60" television? Awesome, huh :D

     

    Sure is, just need to buy the surround sound system I want and I will be set. :p

     

    ---------------

     

    Edit:

     

    Tomorrow, I will post shots of my recently brought Koenigsegg Agera, Bugatti SuperSports, Mclaren F1.

  4. I only just noticed imageshack was resizing my images. So I changed that now, they have to be thumbnails due to size.

     

    -- OLD IMAGE REMOVED (imageshack) ---- OLD IMAGE REMOVED (imageshack) --bmwe30.th.jpg-- OLD IMAGE REMOVED (imageshack) ---- OLD IMAGE REMOVED (imageshack) ---- OLD IMAGE REMOVED (imageshack) ---- OLD IMAGE REMOVED (imageshack) ---- OLD IMAGE REMOVED (imageshack) ---- OLD IMAGE REMOVED (imageshack) --

     

    Thanks all for the comments. :)

     

    ;435019'] So it lets you export high resolution pictures now?

     

    -Leadfoot

     

    They sure do, they come out as what ive said "'3840 x 2160" at least my shots do anyway.

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    *The AI got smart and started to learn my moves, it turned ugly they got me back..

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    *Warning: 1920 x 1080 (Was resized from original size '3840 x 2160')

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  6. Just did a test with tdu2 and it seems to have no file size limit . :)

     

    2nd that, It has no file size limit. :cool: You never had to say "It seems"

     

    I too did a test, I exploded a BNK (Nissan 370Z) boosted its texture resolution to 9000 x 9000 (50MB) and put two textures of those inside the BNK, the BNK was then repacked and it was 103MB BNK file.

     

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    Guess what, it worked... ;) Only thing I can suggest to gamers who only just pass PC requirement specs, you will have a hard time now.. Modders can now just go nuts and provide high quality and even LOD models can now be more neat, included the shadows and interior's.

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