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Speeder

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Posts posted by Speeder

  1. 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 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/Import/Export
    • Road Collision Support (Havok *-R.shk)
    • World Collision Support (Havok *.shk)
    • Entities Management
    • Soundscape Edition
    • Wire Editor
    • Map Network Editor
    • Security Ramp Editor

     

    Green: done / almost done

    Orange: in progress

    Brown: just started / researches

    Red: todo

     

    Screenshots

    Terrain Edition

    6qEXFDms.png sfwtrpks.jpg

    Fast and clean heightmap edition (note: only the Y-axis is used by the game)

     

    9E6lwass.png lpViZqVs.png

    Untextured/Textured heightmap

     

    World Object Edition

    wapMpU4s.png

    Imported Untextured Object from a *-O.3DG (some oil station)

     

    EqXk7ABs.png

    Imported Road Network from a -O.3DG with a bit of Havok vertex (yellow dots)

     

    umHFqlEs.png 07gIXxRs.png ysLnpVns.png

    Terrain, world objects, havok collision mesh

     

    l86C1ADs.png bWixTDOs.jpg iykwCids.png

    Havok Mesh in Editor, Havok Mesh Exported to TDU (early test)

     

    nkxHLnos.jpg

    Custom low poly mesh (edited plane) exported as Havok Collision Mesh

     

    ixCPJlIs.jpg m4RDPlBs.png

    World Object Import (W.I.P.)

     

    UKlXQVts.jpg

    World Objects with custom pivot point

     

    6UIstGis.png

    Basic Material Editor

     


     

    Changelog

    • Objects Import/Export
    • UI update
    • Now using collada
    • Complete and detailed user guide inside the archive

     

    I'll try to keep the thread updated as often as I can.

    Opened to suggestions / Q&A / testing (dont ask for that yet :cheeky:) / ...


     

  2. Logitech G27 Racing Wheel Fix


    Quote
    Version:
    0.01
    Description:
    Fix 1.66A force-feedback and add led support

    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


     

  3. 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 several patches for tesselation)

     

    There might also be a way to edit the way the game streams the sectors (by adding more sectors to be loaded into memory) if it's not hardcoded into the game code. :geek:

  4. I have run into a problem with the .shk files. Even when just importing into 3ds max and exporting whilst doing no editing results in a messed up .shk.

    As you can see in the picture the .shk seems to fall short of where it was and this subsequently messes the whole .shk up. This also screws the shadows up too it seems.

    Not holding much how as you've moved on but in the smallest chance i thought i would at least post what I've found.

    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

  5. 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 or simply ask the user to download the mods from an external link). This kind of mods cover everything the local mods don't (3d levels, physics settings, gamemode, time of day, etc.).

    What does it have to do with the virtual file system thingy? :D

     

    Thanks to a virtual file system (vfs), you can virtually build a directory from different locations (zip archives, disk folders, network content, ...). And that's where it gets interesting.

    With that setup, you can easilly extend the game content without touching your base data. It basically means mods can be shared as zip archives, drag 'n dropped to the mods folder and that's all. If the mod doesn't match your expectations, and you want to uninstall it, you simply remove the archive from the mods folder.

    Another interesting feature (not implemented yet, but shouldn't take too long) is stackable mods, which let you override other mods content without needing to disable/remove these.

     

    Example:

    -Mod A introduces new car model CarModelA, with its own set of texture, 3d model, sound, ...

    -Mod B replaces CarModelA texture set, and introduces new textures for environment

    -Mod C replaces CarModelA sound

    -Mod D replaces CarModelA texture set, overriding Mod B (but doesn't disable the new textures introduced by mod B)

     

    This would work either automatically (based on the archive date) or manually (introducing a priority index or something like that).

    The folder hiearchy would look something like this:

    | Game.zip (base game data that should not be modified)

    | Game/ (folder containing permanent changes, if you want to override base game data)

    | Mods/ (folder containing mod archives, which can be added/removed on the fly)

    | Game.exe

     

    Last week progress (warning: contains geeky mumbo jumbo :p):

    • Implemented GameObject binary serialization/deserialization
    • Better GameObject API (e.g. component can be added in a template fashion, 'gameObject->AddComponent<Mesh>( "Tree.mesh" )')
    • Better unicode support (which should allow to port the code easilly to *nix or MacOS later)

  6. @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
  7. @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 mentioned it's really hard to get stable constraint-based physics (well unless you write your own physics engine as the guys behind BeamNG did :D). My implementation is really basic right now (e.g. I only apply a single force on the hull, I don't support gearbox yet, ...) but is stable even at low framerate.
  8. What is the creation of the game world like? If it is fairly simple and intuitive, I can help you with huge desire.

    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

     

    Nice to see another attempt of a car game! I think you are far more skilled than I am, so I guess there will be some actual progress to show compared to me ( :lol: )

     

    Good luck with the project :) I would love to help, but I can't code C++.

    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 also started reworking physics (which still need loots of work).

    Z8ctbev.jpg

  9. 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).

  10. 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).

  11. Well, tempted guy me upgraded to Windows 10 and reinstalled TDU with my legal copy. I could start the game fine, but when i add the d3d9 file , i can't even boot up the game. Crashes before the logos even show up. Yes, I'm using compatibility mode and the game is basically a clean version. Patched to 1.68b like my old game. But it boots and plays fine without the d3d9 file. Any clue what's going on or is it just windows itself?
    DirectX12 or Windows10 are probably incompatible with the mod. But it's too new to tell at the moment. :)
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