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Speeder

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Everything posted by Speeder

  1. Did you convert an offline savegame to a online savegame? Your other profile has no issue then? You might try to clear the radial.idb file. :) @Cornerer, this time :D : what's your OS?
  2. Check if the version at the bottom of the login screen is correct (0.03A). Your problem sounds like the client didn't hook correctly the game. :) For the network issue that's our main priority for the next patch, testing is unfortunately taking a lot of time but it's for the best. We don't wanna see people crying here because the update is buggy. :D
  3. Those houses are real objects. :) Most of the time it uses 3 LOD (High, Medium, Low like the one used in vehicles from what I remember). Anyway now that I've fixed that texture issue and the import tool now reads the pivot correctly, I guess the export part gonna start now. :D
  4. 1. Do you mean the exterior or the interior of the house? The exterior should be possible with Zmodeler I guess. The interior would be quite complicated (and pointless since the houses are the same as TDU1; except they redesigned them a little bit from what I recall :p) since they include a lot of special stuff (those bin files, animations,...). 2. Lights in the tunnels... don't exist! :D They actually created orange tinted textures for the roads and added an 'overlay' (no idea how it's supposed to be called) texture (to simulate the light flare) for each light. Afaik TDU doesn't have a dynamic lightning system (but I could be wrong :) ). I've almost made a correct object importer (still need to find a decent way to interpret those pivot matrices or whatever they are and also fix the small issues with texturing :D). After that, the export part should start.
  5. Yup this is the last version. Sounds like something's wrong with your router or your windows setup, so in this case I can't help much. :) You should probably play without that portforwarding (if you can).
  6. Try to redownload the client .dll if you don't have the latest version (old client can't display the update prompt correctly).
  7. If you can find a way to add new files to an already existing .bnk (since the airport strip bnk probably doesn't have a .shk file), you should. :D
  8. What about your upnp.txt file? (you can find it under your savegame folder 'Documents\Test Drive Unlimited')
  9. Did you make the port forwarding for the UDP packets? :) (or both TCP and UDP, it's the same result)
  10. Test Drive Unlimited World Editor V0.03 (Work In Progress) Changelog *Fixed 3DSMax Export issue (heightmap being flipped) *Added Havok Road collision support (import/export) *Added Heightmap texture blending selection *Added World Object import (raw geometry only) Download V0.03 Nothing too exciting yet, unless you like making invisible roads. :D World object export should come next with Havok mesh painting (= to modify the physic 'reaction' of the road) so that you guys will be able to start real stuff. :p I'll probably upload some guide to explain the havok edition since it could be a little bit tricky. Basically you need to name your new mesh the same name as the mesh you'd like to replace (both object and mesh if needed). You also need to respect the face and vertex count of the already existing mesh (you should get a warning message if anything's wrong about that). Also when importing/exporting, you need to set the Forward axis as 'X Forward' and the upper axis as 'Y Up' (or something like that depending of your editor) otherwise the mesh position will be messed up. :D
  11. Why not? The visual mesh can be as big as you want. You'd just need to use a sector using a lot of Havok mesh. :D
  12. 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.
  13. Havok Mesh in Editor, Havok Mesh Exported to TDU Flying roads can only be a good start... :D
  14. You can try Enb Injector or use a different dll name (enb .ini or sweet fx .ini allow that I think). I'll have a look at the shadows issues (I think it's due to the specular values).
  15. Some progress on the objects and collision... :D Terrain, world objects, havok collision mesh Texturing is still missing (handmade section physics too but it shouldn't take too long), but after that done only the hardest part will be left (havok + object export :p).
  16. If you are using 3ds max, untick the 'Flip YZ axis' when importing/exporting, it should resolve the 45° flipping issue. :)
  17. Could you PM me your modified sector so that I can have a look? :D It's either something with the sector being replaced, or something with the export/import.
  18. I think I messed too much with the coordinate system and left it mirrored without noticing it... :lol: Anyway this is fixed. The dimensions are the correct one (it matches with the world object), even if it might be a little bit large on some editor. :p You should use -pos launch option to provide debug text about sector position (xyz and sector name). :) The 3DD does provide information about quads height (not sure about the size to be honest, but it does look like squared tiles), currently it can export with a cheap method (it still need to be tested) but I hope i'll be able to use a decent way to calculate those values. :D For those asking for a visual way to understand areas, here is how it works (screenshot from the official editor :p): (first sector is always at the top left, and it works the same way the area do) Version 0.02 Download: tduworldeditor-02 Changelog (V0.02) *Fixed Mirrored Heightmap issue *Added 3DD support to display the whole heightmap (EXPERIMENTAL)
  19. Have you tried replacing the sector by copy/paste or editing the one you imported? If you want to swap sectors you need to respect the 257*257 vertex size (from what I've tested), otherwise the game won't display the sector, as if you were using a too high resolution texture. 2DM shouldn't matters as it is only used to create the layers used by the heightmap. However I completely forgot to take in consideration the 3DD which contains data specifics to heightmap (height for an unknown sized tile of the sector, probably to optimize polygon display) and which will hide any underwater faces you'd like to edit for example. It shouldn't be too complicated to edit that with the 3DG. If you edit a sector without any coast you should be fine.
  20. Work In Progress version is available for test. :D Download Only heightmap edition is available so far. You can also find a small guide to create your own heightmap in the first post. Feel free to report any glitch, issues, and post suggestions. :)
  21. I'm looking for people to test heightmap import/export/creation (with various 3D software if possible) and give feedback on the tool. Post here if you're interested. :) Anyway world Object export will require some time to get it correctly so I'd like to be sure that the heightmap edition work at least. :D
  22. The Gamespy database has been reset last night (for a little clean up) so you'll have to "re-confirm" your profile (like you did the first time you connected). :)
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