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Everything posted by TDUZoqqer

  1. no it doesnt. it behaves like it should. 50%=50%, 80%=80% etc
  2. I used the G27 for years and years and I always had full control over my inputs in TDU. So, either it's a subjective feeling or your overall inputs / specifically for TDU in the logitech app are skewed.
  3. Hi long time no see, but I decided on importing a new car into the project. One of the 6-ish demo cars which will be available by release. This helps me debug things more in depth, so I fixed a lot of things behind the scenes in terms of lights, textures and wheels. Anyway, here's the baby No custom parts just yet, but the base is pretty much finished. Yes, CSL kit will follow Next up is window tint function optimisation (restructuring, UI etc.). Also need to fix a few bugs with the wheel customisation. Minor things though. Also, I teamed up with two Assetto Corsa modders, which act basically like freelancers for Project Drive. Basically, I will add way more custom rims for more variety. Environment is on hold, but it's not really important rn anyway. Let me know what you think of the E46. I think it turned out mucho buen
  4. no, there is no such tool
  5. dumb question, but did you set up the input settings with the wheel? Also, if you plug in the controller after starting the game, it might not be recognized untill game restart. Happens sometimes. I have a G27 myself and I can assure you TDU supports it.
  6. My Documents\Test Drive Unlimited\savegame\username\Radio
  7. the process is exactly the same for 3D models from any source. If the GTA5 mod is locked, there is no way, however. Ask the creator for permission, he might send you the model. Even if the mod is unlocked you should ask.
  8. When there is no reply in 3 years, the no, most likely not
  9. hi guys just a short screenshot dump at this point I finally finished the silhouette bodykit as a complete kit. now only some minor custom parts are left like trofeo side skirts, novitec bumpers and bonnets, probably some DMC stuff to model, but minus the side skirts all the "whole bodykits" are complete. Custom license plate because funny number And I started layouting the UI for the menus. They are fully functional but very raw in terms of appearance. thats a task for later but i want it to work in general before detailing. still gotta do a pause menu. probably the next thing after the layout. Also, not sure if I mentioned it already, but windshield wipers work now, too. But I still have to create a droplet mask to make it look like they are actually wiping something
  10. Imagine being so thirsty to want to have some bimbos back parts added to a car video game..
  11. what exactly? There are plenty of tutorials on how to use TDUF. I only give you suggestions on what you can do to solve your problem
  12. hi guys happy new year some updates about PD I finally settled on an approach on how to render ambient occlusion. VCAO is out. Traditional mapped way it is, but seperated per channel so the impact on drawcalls during customisation by switching in between different textures in runtime is not so high Also all of the modeled parts are now fully mapped and functional. Missing some bumpers and side skirts but thats nothing major. a task of 2 days. constantly adding new wheels since they're so easy to do. Takes literally an hour from scratch. It's fast. Reincarnated the function of glow masks for solid materials. Eg. light shine reflection on plastics etc. without use of physical lights. Saves performance dramatically, yet looking insanely good. Next up is probably importing a proper interior model and creating leather and interior materials. Still have to figure out a way how to render interior reflections. Also need to create a pause menu and, most importantly, settings. My friends beta tested this build and pointed out they needed it. UI still needs to be continued in general. Everything works via debug but isn't pretty yet. Steam integration stopped working. Idk why. Need to find that out. Environment still temporary, however maybe I'll detail it in future, idk. Also, scratched the idea of giving the ability to select a stretch tire look by sliders. It just didn't work with my approach. Maybe I'll do it like the latest NFS and just give options on which kind of tire to apply. Regular, Drag, Drift/Tuner/Stretch. Taking shape. A lot to do, but taking shape.
  13. download the performance tool, set the price of the alfa gt to 1000$, buy the car (twice or 3 times or whatever), close the game, open performance tool agan and set the price of the alfa gt to 99.999.999$, go to your game, sell the cars, and buy your old cars again. alternatively reset the price of the alfa back to default after that
  14. possible through HEX. Extremely difficult. Not worth the effort. Just restart the game with a new profile
  15. 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
  16. 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
  17. https://turboduck.net/forums/topic/36093-oahucars-team-classic-mods-reuploaded/
  18. 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.
  19. I've made a neutral debug level to test paint shaders in, and it turned out almost better looking than the actual environment lmao
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