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TDUZoqqer

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Everything posted by TDUZoqqer

  1. Okay guys, won't finish it till mid September, the Preview wont be delayed too long though! But dont be sad, I might have Another (very small, but still) Preview for you, hopefully even this week!! It is a sneak peak of a function I am worked on the last days. Mostly for optimizing and globalizing, so mostly just for me to Show off some work i spend on more time than you might Imagine :P stay tuned!! Like said, its not big, but enough to Show to you! Also guys, I need your Feedback! What kind of cars would you like to see? What kind of tuning, what kind of Features? Let me know! Rims, cars, bodykits, And so on! I have a Basic car list, but as you guys know me it is 90% based on supercars and I actually want some variety. Let me know what you like!
  2. Hi guys! I don't know how long I was "gone", but I got some nice news. As some of you might, some of you might not know, my PC broke down completely in beginning of June, and I could not get all the stuff together for a whole month, so I was PC-less for the time. Like, really. CPU, Mainboard, RAM and OS was replaced, later on my Hard drive died ASWELL, so I got an SSD now and everything works better than ever. Thank god. But for a whole month I was unable to do anything. Literally anything. Good thing: I got Windows 10 now. Another good thing: SSDs are QUICK AS HELL. OMG. Bad thing: ZModeler doesn't work on Windows 10. Another bad thing: I lost 16 GB of RAM due to change from DDR3 to DDR4. Nontheless, due to my work on the game, a friend of mine got me into his team as a 3D artist for an app-project, which potentially can become veeery big. But enough small talk, OFF TO THE REALLY GOOD NEWS: I might have a first demo alpha-beta-whatever sneak peak of the game for you guys to test! In fact, it's not more than a very progressed concept of what I planed for the game, but it is fully working and fully visible, and works very fine on Rassva's PC. It's the whole customization menue I have planed. There are still some things to make and optimize, but as soon as I will bring it up to a nice level, I will give you guys out to test it for some days. I will aim somewhere mid-september for the demo, but it's possible that the date moves back and forth as I am not really sure how much time I will have for the stuff to finish. Hope you are as excited as I am :) Finally something from me to show and for you to see. Independent Turboduck exclusive racing game concept. I am happy. :) Stay tuned!
  3. Can't belive Pewds gave credits, thats insane, actually.
  4. Seen two of those (and one other one was driving around) yesterday, which were all near each other. I guess they ain't that special to see anymore. Or is that just a german problem? :D
  5. ooOoOOoOooOh the curiosity for Horizon 4 is insane here. So much looking forward for it, actually the first time I ACTUALLY am waiting desperately for E3.
  6. Shot some texture today! :D @insaneone yes, it's exactly like you imagine it. In the first two shots there was a blue 991 GT3 touring beside I was taking pics of first, in the second a black GT4Lusso :P [IMG]https://abload.de/img/texturesyss8t.jpg[/IMG] Sorry for tripple post, for the next update I'll edit the post! :P And to answer your all question - yes, people gave me weird looks taking pics of smarts :D
  7. As I am ALWAYS wearing standard cut black t shirts without prints (I am not a fashionista), I just grab the back part of the neck and pull it up. First because I am lazy to do else, second because as I am wearing the same stuff it's easier to remember.
  8. Smart car modeling finished :) (fixing and tweaking if necessary not included) Now it's time to unwrap this badboy and make it ready for substance painter. Textures will be finished there, also dirtmaps and livery. And after that it's ready to go into the engine :D
  9. sourkho have reuploaded it back then and spread the 3D model all around, and additonally converted it himself (which you also shared without a link). I wrote the admins of HF-Garage never recieving any reply, I also wrote you on the email adress on your page, but the mail wasn't sent as it told me the adress is not available.
  10. https://www.youtube.com/watch?v=2SudVrH3BGU
  11. Oh true then it must have been on a older version of your page. I just remember by Carbonado there, and I was quite mad about that as I never released it. EDIT: Which still is with a download link though. EDIT2: post #3000 yay BTT
  12. Sorry for offtopic, but you also have some of my mods on your page I never gave permission to / I never officially released.
  13. BNK File editor. Open the BNK in Euro/Bnk/Vehicules/, CTRL+A, Extract. In the vehicules folder there will be a folder created named like the BNK you extracted. The BNK File editor is out since 2008 or so, so you can get it literally everywhere.
  14. Thanks! Let me give you a crash-course here: Verts (short for Vertices, singular "Vertex") is basically a corner point of a polygon. A polygon is (in my case) a quad plane (or triangle, or in very rare occasions an N-gon, which has 5+ verteces. As every shape will be later converted to a triangular shape in the engine, the modeling process is not REALLY important, although you have to try to keep it quads to prevent wanky shapes). The position of the 4 vertices this polygon has (in X, Y and Z axis - left, front and up axis) determines the shape of the polygon. 5000 polygons is concidered "lowpoly" for a car. A Forza Lod0 car has +-120.000 polygons on the exterior. The more polygons the engine has to render, the heavier it will be for the GPU. As the smart is AI car, which will be spawned multiple times on the screen, it needs to be lowpoly, as 5 smarts with 5000 polygons are 25.000 polygons on the screen the engine has to render. In short - the less polygons / vertices the AI car has, the better. Although you shouldn't make it too "lowpoly" as it will be looking bad and lacking details when you stand beside it on the screen and look at it. Tris=triangles=triangular polygons
  15. BTRQ files are in the exterior BNKs of the cars. it's basically a power curve of the engine, which you get on dynos in real life. Find a torque curve for the car you need from google and replicate the curve in the BTRQ
  16. Uhm, I didn't mod TDU in a decade, but I think you need to edit the BTRQ of the cars, in addition to the acceleration values (and horsepower, torque, weight etc)
  17. Bump. Was quite busy over the last days so I couldn't spend as much time on the project as I wanted to. Nevertheless I felt free to test-render the Smart in its current state I am at 4791 Verts / 4001 Polygons at the moment, which seems fine for me. Need to finish modeling headlights, window wipers and other minimal small details before unwrapping it and making textures. So I guess I will be somewhere at 5500 Verts / 5000 Polys at the end without wheels. Which is a bit heavier than I wanted it to be, but should be fine, really. My caveman-PC can handle GTA5 on maximum settings, so a bunch of smarts here and there shouldn't be a problem. :lol:
  18. A simple "no" would have been literally the same answer :lol:
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