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Speeder
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Posts
571 -
Joined
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Last visited
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Days Won
31
Reputation Activity
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Speeder got a reaction from andrey zyb for a file, TDU World Editor
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
Fast and clean heightmap edition (note: only the Y-axis is used by the game)
Untextured/Textured heightmap
World Object Edition
Imported Untextured Object from a *-O.3DG (some oil station)
Imported Road Network from a -O.3DG with a bit of Havok vertex (yellow dots)
Terrain, world objects, havok collision mesh
Havok Mesh in Editor, Havok Mesh Exported to TDU (early test)
Custom low poly mesh (edited plane) exported as Havok Collision Mesh
World Object Import (W.I.P.)
World Objects with custom pivot point
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) / ...
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Speeder got a reaction from tdubot for a file, TDU World Editor
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
Fast and clean heightmap edition (note: only the Y-axis is used by the game)
Untextured/Textured heightmap
World Object Edition
Imported Untextured Object from a *-O.3DG (some oil station)
Imported Road Network from a -O.3DG with a bit of Havok vertex (yellow dots)
Terrain, world objects, havok collision mesh
Havok Mesh in Editor, Havok Mesh Exported to TDU (early test)
Custom low poly mesh (edited plane) exported as Havok Collision Mesh
World Object Import (W.I.P.)
World Objects with custom pivot point
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) / ...
-
Speeder got a reaction from W2SteveCartthy-BR for a file, TDU World Editor
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
Fast and clean heightmap edition (note: only the Y-axis is used by the game)
Untextured/Textured heightmap
World Object Edition
Imported Untextured Object from a *-O.3DG (some oil station)
Imported Road Network from a -O.3DG with a bit of Havok vertex (yellow dots)
Terrain, world objects, havok collision mesh
Havok Mesh in Editor, Havok Mesh Exported to TDU (early test)
Custom low poly mesh (edited plane) exported as Havok Collision Mesh
World Object Import (W.I.P.)
World Objects with custom pivot point
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) / ...
-
Speeder got a reaction from andrey zyb for a 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 of the mod: Speeder
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Speeder got a reaction from bbuell27 for a file, TDU World Editor
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
Fast and clean heightmap edition (note: only the Y-axis is used by the game)
Untextured/Textured heightmap
World Object Edition
Imported Untextured Object from a *-O.3DG (some oil station)
Imported Road Network from a -O.3DG with a bit of Havok vertex (yellow dots)
Terrain, world objects, havok collision mesh
Havok Mesh in Editor, Havok Mesh Exported to TDU (early test)
Custom low poly mesh (edited plane) exported as Havok Collision Mesh
World Object Import (W.I.P.)
World Objects with custom pivot point
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) / ...
-
Speeder got a reaction from PedroSR for a 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 of the mod: Speeder
-
Speeder got a reaction from Mordhar for a 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 of the mod: Speeder
-
Speeder got a reaction from UltraXen for a file, TDU World Editor
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
Fast and clean heightmap edition (note: only the Y-axis is used by the game)
Untextured/Textured heightmap
World Object Edition
Imported Untextured Object from a *-O.3DG (some oil station)
Imported Road Network from a -O.3DG with a bit of Havok vertex (yellow dots)
Terrain, world objects, havok collision mesh
Havok Mesh in Editor, Havok Mesh Exported to TDU (early test)
Custom low poly mesh (edited plane) exported as Havok Collision Mesh
World Object Import (W.I.P.)
World Objects with custom pivot point
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) / ...
-
Speeder got a reaction from BEight for a file, TDU World Editor
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
Fast and clean heightmap edition (note: only the Y-axis is used by the game)
Untextured/Textured heightmap
World Object Edition
Imported Untextured Object from a *-O.3DG (some oil station)
Imported Road Network from a -O.3DG with a bit of Havok vertex (yellow dots)
Terrain, world objects, havok collision mesh
Havok Mesh in Editor, Havok Mesh Exported to TDU (early test)
Custom low poly mesh (edited plane) exported as Havok Collision Mesh
World Object Import (W.I.P.)
World Objects with custom pivot point
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) / ...
-
Speeder got a reaction from lean9021 for a 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 of the mod: Speeder