Jump to content
We promise no intrusive ads, Please help keep the community alive
Consider supporting us by disabling your ad blocker / add to whitelist / purchasing VIP.


  • Posts

  • Joined

  • Last visited

  • Days Won


TDUZoqqer last won the day on November 14

TDUZoqqer had the most liked content!


Recent Profile Visitors

13,156 profile views

TDUZoqqer's Achievements

  1. its not dead but it just certainly is not very high up on my day to day things to think about i might perhaps one day come back to it
  2. hey, so not toooo much happened since last time, but I got some visuals for you. The current (exterior) environment finally has street lamps and a background filler. Whoopty doo. I will put ambient sounds over so it feels a little more "lively". Police sirens, trains, accelerating cars, tire squeels etc. with a reverb in the background. Not there yet. I ported my debug paint editor from my old project, and finished up the factory paint colors for the Huracan. Not too fancy of an update, but now it looks nice And I "refreshed" the project cover of the v1.0 back in the days I love how you can see a major improvement just by placing both the covers beside each other lol Still working on the UI. I hate making UI. Will post updates asap again
  3. https://turboduck.net/forums/topic/36093-oahucars-team-classic-mods-reuploaded/
  4. The body (Paint) shader now supports VCAO (Vertex Color Ambient Occlusion) which improves performance a bit in the long run. Hell to set up. You won't notice it unless I actively toggle it on or off, but trust me it looks better. Also, wheels can be painted now. Minor progress is still progress. Current gameplan is to make everything work via debug tools before going to actually put it into UX. Actually self explanatory, but I am the kind of person which likes to rush things. Typically not an issue if I keep control of everything, but here things can come in between so going the safe route here.
  5. I've made a neutral debug level to test paint shaders in, and it turned out almost better looking than the actual environment lmao
  6. Heya just a short teaser until I find out how to make a proper video without OBS after 20 seconds. Still a lot of UI and behind the scenes work. But I imported a gazillion wheels so there is that.
  7. Some small update. Did the majority of the work behind the scenes on the scripts. Visual updates are mainly: Wheel UI is in the works. Rims can now be changed outside of debug tools And, arguably one of the most important things, functions to change paint color are now working. Finally I can preview the car in anything else than pure white: Not much, but the paint thing is a major update. Will post more updates as soon as there are any.
  8. The world woke up today expecting nothing and here we are, getting an almost hour long video leak of GTA6 gameplay and debugging, including heist gameplay, combat and movement mechanics. Definitely not expected this to happen. https://www.youtube.com/watch?v=sbu2V2fgkXc Seems like a quite progressed, yet ungraded and unpolished gameplay. Manily using RTX2080 and 1080 workstations. Apparently it's running on Unreal Engine and not on RAGE, yet I have to see a single trace of Unreal Engine in those videos. The console certainly looks very unfamiliar to me. Somebody is definitely getting fired tomorrow. E: T2 took down the video. You can find a dump of most of the clips here: https://mega.nz/folder/rmhChBRY#SoZcV6XM4tNfeehKJifcDg E2: T2 also took down the mega folder. Well, let's hope Reddit keeps it's pace:
  9. what exactly is a mod folder? You have to replace the files with the core files of the game. If unsure, read the Readme file attached in the downloaded folder. Where exactly did you copy the files to? Which path? Or what did you do to install it? Need more information about what youve done, your description currently is very vague.
  10. I wanted to create a video demo of the current build but OBS does not like recording more than 2 frames per minute apparently. So only screenshots again. I worked a bit further on the color grading and the rain shader. I think it came out nice. Still improvements to be done though. Steam integration is also there, but I will make it optional at some point. No real news about gameplay and UI since I had a nasty bug which had to be fixed before continuing, but I fixed it today so it can progress from here. Don't expect any news soon though. Still a lot to do irl. Ah, and custom parts are still not UV mapped for the use with the raindrops so it looks odd here and there. It will look better next time. Enjoy the pics. Maybe you can see already which mood I am aiming for the game.
  • Create New...