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Speeder
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Speeder last won the day on October 6 2020
Speeder had the most liked content!
About Speeder
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BEight reacted to a file: TDU World Editor
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Version v0.04
25 downloads
Description Even if it's called "Editor", this tool is a toolbox to export your files in your favorite 3D editor (maya, 3DS max, blender,... any editor as long as it's compatible with .obj) and obviously do the opposite. This choice as been made simply because I didn't want to make the usage of a cheap and badly written 3D editor an obligation. .obj has a pretty basic structure making easy to build an object from nothing. Features Heightmap Creation/Import/Export Material Editor World Objects Creation/Impo -
View File TDU World Editor Introduction After editing by hand some sectors for the next update of Project Paradise, I thought it could be nice to create a proper map editor for TDU. After all, that's the only part of the game which has never been modded before. (and yes, next pp update should come soon, so less pm spam everyone thanks) Description Even if it's called "Editor", this tool is a toolbox to export your files in your favorite 3D editor (maya, 3DS max, blender,... any editor as long as it's com
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lean9021 reacted to a file: Logitech G27 Racing Wheel Fix
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Francesco458ITA started following Speeder
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Sil3nc3r- reacted to a post in a topic: Test Drive Unlimited: Project Paradise [v0.03A PUBLIC BETA AVAILABLE!]
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Djey reacted to a post in a topic: Logitech G27 Racing Wheel Fix
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MagicV8 reacted to a post in a topic: Logitech G27 Racing Wheel Fix
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TDU Iceman reacted to a post in a topic: Logitech G27 Racing Wheel Fix
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View File Logitech G27 Racing Wheel Fix From Project Paradise, here's a working download link to the Logitech G27 Racing Wheel Fix. What it does, it fix the Force Feedback for the Logitech G27 Racing Wheel. A must have if you play with this wheel ! Instructions: - Open RAR file and extract the "dinput8" file into C :\Programs Files (x86)\Atari\Test Drive Unlimited For full experience, I would recommend to launch paradise_laucher.exe or TestDriveUnlimited.exe with the Logitech controller app. All credits goes to the original creator
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Version 0.01
597 downloads
From Project Paradise, here's a working download link to the Logitech G27 Racing Wheel Fix. What it does, it fix the Force Feedback for the Logitech G27 Racing Wheel. A must have if you play with this wheel ! Instructions: - Open RAR file and extract the "dinput8" file into C :\Programs Files (x86)\Atari\Test Drive Unlimited For full experience, I would recommend to launch paradise_laucher.exe or TestDriveUnlimited.exe with the Logitech controller app. All credits goes to the original creator of the mod: Speeder-
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Aaron Rays reacted to a post in a topic: Test Drive Unlimited: Project Paradise [v0.03A PUBLIC BETA AVAILABLE!]
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Minime891 reacted to a post in a topic: Test Drive Unlimited World Editor V0.04
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@Minime891 sorry it might take some time since I'm rewriting the tool from scratch (with missing file format support, like .uva and .pmi). :D
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@TDUZoqqer I didn't give a thought to it yet. :D Using a blur mask should be good enough (the whole procedural wheel blur they use in Forza is probably way overkill).
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Distant mountains with more quality,
Speeder replied to Ramon1991cobra's topic in Tools / Others Mod
TDU2 probably use the same system as TDU1, so the distant sector (here the moutains) uses the 'Area-x-x-x-x' geometry file instead of the 'Sector-x-x-x-x'. To put it short: - An Area folder contains several sectors files + a area bnk, which is used as the highest LOD (level of detail) on the map screen and in game (for the farest sector that's not loaded into memory yet) - A sector acts as the lowest LOD and is (afaik) only used in game. It also contains multiple LOD for sector specific geometry (e.g. lighthouse, ...) as well as an heightmap for the terrain (which is splitted into se -
Speeder reacted to a post in a topic: A new chapter for turboduck!
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[quote name='Minime891'] @Speeder It would be cool if you could look at it but i understand that you have chosen to put your time into some thing else. With out .shk there is nothing that can be done as i'm sure you know.[/QUOTE] I've already started rewriting the whole thing (including bnk depack/repack so that you don't have to repack it yourself, proper terrain tessellation management, multiple sector edition, ...). Havok stuff is next. :D
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Don't expect too much from the .shk generation, as far as I remember the MOPP (the bytecode used by the physics engine) generated is totally wrong. I guess it could be cool to give it some time and rewrite a tool for map edition (research papers on MOPP emerged those last years). :D
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@Ryzza5 Yep that's exactly how it works :D
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Since I'm currently working on a virtual file system (GitHub - ProjectHorsepower/horsepower at modern_io), I thought it would be nice to write a small post about mods (well at least how I plan to implement these). :) Mods are split in two categories: Local Mods: mods applied locally; meaning others won't see the mod. This is typically anything that doesn't interact with gameplay (3D models, sounds, textures, graphics effects, ...). Global Mods: mods applied globally. This kind of mod would be stored on the server, and shared to the connected clients (either direct download via HTTP
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various Community development: Project DRIVE (working title)
Speeder replied to TDUZoqqer's topic in Driving & Racing Games
I fail to see how both project are incompatible. Plus your work on UI looks pretty great, it would be a waste to throw that away don't you think? :) -
@Diablo: roger that :D I have setup a git repo with the current codebase: [URL='https://github.com/ProjectHorsepower/horsepower']GitHub - ProjectHorsepower/horsepower: Horsepower - MMO Racing Game[/URL] The code should be compilable (as long as you follow the Readme). There is not code guideline/contribution guide whatsoever yet, if people are willing to contribute I'll make one. :) I've also made a [URL='https://trello.com/b/XgBYgiT3/']Trello[/URL] to manage the project's roadmap
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Speeder reacted to a post in a topic: Horsepower
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@TDUZoqqer: right now it roughly takes 3.5ms per frame (with temporal reprojection enabled) at 1080p, which is expensive I have to admit. It should be possible to go below 1.5ms ([URL='http://advances.realtimerendering.com/s2017/Nubis%20-%20Authoring%20Realtime%20Volumetric%20Cloudscapes%20with%20the%20Decima%20Engine%20-%20Final%20.pdf']as suggested by Guerrilla Games presentation[/URL]) with some optimization. I guess UE4 volumetric clouds implementation is based on this paper as well, so it should be viable to use these for high quality settings. :) Raycasting; as you already men
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