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Speeder

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  1. Like
    Speeder got a reaction from CLR-GTR in Test Drive Unlimited World Editor V0.04   
    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.
  2. Like
    Speeder got a reaction from Tob-Racer in Test Drive Unlimited World Editor V0.04   
    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. :)
  3. Like
    Speeder got a reaction from TIMELESS in Test Drive Unlimited World Editor V0.04   
    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. :)
  4. Like
    Speeder got a reaction from Minime891 in Test Drive Unlimited World Editor V0.04   
    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. :)
  5. Like
    Speeder got a reaction from Djey in Test Drive Unlimited World Editor V0.04   
    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. :)
  6. Like
    Speeder got a reaction from Ryzza5 in Test Drive Unlimited World Editor V0.04   
    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. :)
  7. Like
    Speeder got a reaction from Automotive Gaming in Test Drive Unlimited World Editor V0.04   
    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
  8. Like
    Speeder got a reaction from andrey zyb in Test Drive Unlimited: Project Paradise [v0.03A PUBLIC BETA AVAILABLE!]   
    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). :)
  9. Like
    Speeder got a reaction from t0m3k911 in Test Drive Unlimited: Project Paradise [v0.03A PUBLIC BETA AVAILABLE!]   
    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). :)
  10. Like
    Speeder reacted to Djey in TDUF - Most advanced modding tools for TDU so far!   
    Announcement : TDUF toolset 0.2.1 (hotfix) now available !
     
     
    * General: provides updated file structures
    * General: add limited support to PMI files (TDU World Map)
    * Library/structure: supports FPOINT fields, 16-bit (2 bytes)
    * Library/structure: supports field sizes read in repeater fields.
     
     
     
    See first post to download!
  11. Like
    Speeder got a reaction from CLR-GTR in Test Drive Unlimited World Editor V0.04   
    Exactly. :)
  12. Like
    Speeder got a reaction from JPTH in Test Drive Unlimited World Editor V0.04   
    If you are talking about the terrain (heightmap) it only use 3 layers for each sector:
     
    -*-c.2db (colormap ?) : to put it simple, this is what you'll see on the geometry of your terrain
    -*-s.2db (specular) : shadow thingy if you prefer :p
    -*-a.2db (no idea what '-a' means but : blend/grass) : sets the area where grass should be added, and the blending with (what seems to be) the common world grass texture
     
    World Objects seems to use 3 lod (the entities like lighthouse at least) and a specific coordinate system.
    Objects like Road or Coast always use a same and unique lod (picture related).
     

  13. Like
    Speeder got a reaction from Automotive Gaming in Test Drive Unlimited World Editor V0.04   
    If you are talking about the terrain (heightmap) it only use 3 layers for each sector:
     
    -*-c.2db (colormap ?) : to put it simple, this is what you'll see on the geometry of your terrain
    -*-s.2db (specular) : shadow thingy if you prefer :p
    -*-a.2db (no idea what '-a' means but : blend/grass) : sets the area where grass should be added, and the blending with (what seems to be) the common world grass texture
     
    World Objects seems to use 3 lod (the entities like lighthouse at least) and a specific coordinate system.
    Objects like Road or Coast always use a same and unique lod (picture related).
     

  14. Like
    Speeder got a reaction from MagicV8 in Test Drive Unlimited World Editor V0.04   
    If you are talking about the terrain (heightmap) it only use 3 layers for each sector:
     
    -*-c.2db (colormap ?) : to put it simple, this is what you'll see on the geometry of your terrain
    -*-s.2db (specular) : shadow thingy if you prefer :p
    -*-a.2db (no idea what '-a' means but : blend/grass) : sets the area where grass should be added, and the blending with (what seems to be) the common world grass texture
     
    World Objects seems to use 3 lod (the entities like lighthouse at least) and a specific coordinate system.
    Objects like Road or Coast always use a same and unique lod (picture related).
     

  15. Like
    Speeder got a reaction from CLR-GTR in Test Drive Unlimited World Editor V0.04   
    If you are talking about the terrain (heightmap) it only use 3 layers for each sector:
     
    -*-c.2db (colormap ?) : to put it simple, this is what you'll see on the geometry of your terrain
    -*-s.2db (specular) : shadow thingy if you prefer :p
    -*-a.2db (no idea what '-a' means but : blend/grass) : sets the area where grass should be added, and the blending with (what seems to be) the common world grass texture
     
    World Objects seems to use 3 lod (the entities like lighthouse at least) and a specific coordinate system.
    Objects like Road or Coast always use a same and unique lod (picture related).
     

  16. Like
    Speeder got a reaction from COMB@T_$HOTGUN in Test Drive Unlimited World Editor V0.04   
    If you are talking about the terrain (heightmap) it only use 3 layers for each sector:
     
    -*-c.2db (colormap ?) : to put it simple, this is what you'll see on the geometry of your terrain
    -*-s.2db (specular) : shadow thingy if you prefer :p
    -*-a.2db (no idea what '-a' means but : blend/grass) : sets the area where grass should be added, and the blending with (what seems to be) the common world grass texture
     
    World Objects seems to use 3 lod (the entities like lighthouse at least) and a specific coordinate system.
    Objects like Road or Coast always use a same and unique lod (picture related).
     

  17. Like
    Speeder got a reaction from big 206 fan in Test Drive Unlimited World Editor V0.04   
    Texture for the terrain :D
  18. Like
    Speeder got a reaction from COMB@T_$HOTGUN in Test Drive Unlimited World Editor V0.04   
    Texture for the terrain :D
  19. Like
    Speeder got a reaction from Incognito in Test Drive Unlimited World Editor V0.04   
    Texture for the terrain :D
  20. Like
    Speeder got a reaction from Neddo in Test Drive Unlimited World Editor V0.04   
    Texture for the terrain :D
  21. Like
    Speeder got a reaction from JPTH in Test Drive Unlimited World Editor V0.04   
    Texture for the terrain :D
  22. Like
    Speeder reacted to civicmanvtec in Research: Adding brand new vehicle slots in TDU.   
    Hi
     
    This is a topic dedicated to adding new vehicle slots and its components.
     
    I managed to add a new vehicle slot in TDU, unlike Megapack 2 project this doesn't use an idle slot but is in fact a new entry in the TDU database. :)
    This effectively means that replacing cars for mods is a thing of the past.
     
    Here's a few initial notes:
     

    Its possible
    Doesn't crash the game when playing online, other players will see the default vehicle
    If you change the database(clean re-installation for example) and open a save file that has a brand new car not written in the database, it'll also show up as default car, when the database does have an entry that matches it the car will show up.

     
    Here's a testing photo: a Plymouth Barracuda, its a brand new slot made by copying over the Challenger entry and editing a few values so its recognised as a new vehicle.
     

    New slot is the last one

    Car in-game, as you can see everything works fine.
     
    Will write up a bit more on this later. :)
  23. Like
    Speeder got a reaction from MagicV8 in Test Drive Unlimited World Editor V0.04   
    TDU 1 uses Twilight 1 whereas TDU2 use... Twilight 2. :cheeky: To be honest, I didn't examine TDU2's file but I'm pretty sure it's different (at least the car models used a different structure, so it's probably the same scenario for every 3D assets).
     

     
    TDUF is gonna be really helpful to allow new sectors to be added to the game (and even new islands).
  24. Like
    Speeder got a reaction from COMB@T_$HOTGUN in Test Drive Unlimited World Editor V0.04   
    TDU 1 uses Twilight 1 whereas TDU2 use... Twilight 2. :cheeky: To be honest, I didn't examine TDU2's file but I'm pretty sure it's different (at least the car models used a different structure, so it's probably the same scenario for every 3D assets).
     

     
    TDUF is gonna be really helpful to allow new sectors to be added to the game (and even new islands).
  25. Like
    Speeder got a reaction from TIMELESS in Test Drive Unlimited World Editor V0.04   
    TDU 1 uses Twilight 1 whereas TDU2 use... Twilight 2. :cheeky: To be honest, I didn't examine TDU2's file but I'm pretty sure it's different (at least the car models used a different structure, so it's probably the same scenario for every 3D assets).
     

     
    TDUF is gonna be really helpful to allow new sectors to be added to the game (and even new islands).
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