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Speeder

Modders
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Everything posted by Speeder

  1. Version v0.04

    5 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
  2. 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
  3. 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
  4. Version 0.01

    508 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
  5. @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
  6. @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).
  7. 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
  8. [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
  9. 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
  10. @Ryzza5 Yep that's exactly how it works :D
  11. 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
  12. 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? :)
  13. @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
  14. @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
  15. I hope something as simple as a sandbox editor (like TDU challenge editor or Halo's Forge), in which you'd simply drag and drop entities and voila! :D Yeah that's the problem with C++. I'd love to add node-based scripting to make contribution easier, but I don't have enough free time to do so. :p I should setup a repo quite soon (on github or bitbucket) so that people can have a look at the code and (eventually) contribute to the project. Anyway some recent (visible) progress: volumetric clouds (with unfinished lighting) and anti aliasing (which still need some work)! I've
  16. Project Horsepower Github | Roadmap | Twitter The project I don't plan building a AAA-scaled game nor a real open-world like Forza Horizon 3 or The Crew (with a 0$ budget and a one-man sized team this isn't realistic at all). Instead, the whole idea is to create an open-world racing game with high quality features (physics, graphics, multiplayer, gameplay, ...) and as much content as possible. I might receive help for asset creation (or might even end up setting up a Kickstarter to get a budget to hire freelance artists); I just don't know yet, this isn't my top priority right no
  17. Well technically the client could send the hash of the AiConfig file to the server, the server would check wether or not the hash matches with the "official" AiConfig file, and then allow or reject the connection. :) (and eventually display a prompt asking to download the official patch; imo doing a silent download is not right (the player should always know what's going on behind the scene)). But still, I'm not really sure if messing with players' files feel right (and on top of that, I don't think I'd have time to implement such feature :p).
  18. @Mademan: I might start a rewrite of the project as well as an update with the missing features (if I can figure out all the missing Gamespy stuff) later this month (but I can't guarantee anything since I'm quite busy in real life, and I'm also working on a simulation mmo-racing game in my freetime :D).
  19. Does UE4's physics engine supports softbodies? It could definitely improve physics realism (and also gives nice car damages, like BeamNG did). Anyway good luck with your project, you seem to be already on a good path. :) (btw imo you should reduce bloom intensity at night, or interpolate the camera exposure to avoid moon über-shininess :D)
  20. Need for Script? :D Anyway the gameplay and physics look as meh as the previous NFS. :hmmm:
  21. I definitely don't want to let your hopes down, but from what I can recall, we reached a dead-end since we did not have enough material to work on multiplayer races/clubs. :( I am also really busy with work and working on another hobby project as well (to put it short: a free open source moddable game dedicated to mmo racing games, might create a thread on the board when we reach a presentable state :D).
  22. Sounds like it's the same deal. I haven't launched TDU on Windows 10 yet but I am pretty sure they use the same kind of injection. :) @lean: if you read this, could you pm me back the irc address? HDD crash w/o backups happened :D
  23. You should install it (without uninstalling anything!), DirectX version doesn't matter in this situation. :DAlso I've heard that Windows10 has some Xbox PVR stuff pre-enabled so you might have to disable it.
  24. Freeride will receive a tweaking in the next update. :) @jdm0: did you download the d3dx9_43.dll? (as specified in the readme.txt file provided with the mod)
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