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Everything posted by TDUZoqqer
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various Community development: Project DRIVE (working title)
TDUZoqqer replied to TDUZoqqer's topic in Driving & Racing Games
Yeah it does for sure, personally not quite in the progress and level to try it out right now, I got to be honest :) Gonna give it a try later somewhen, when I'm a bit more into the engine. E: UE scripters say Soft Bodies are not possible in UE. Idk. Don't need to try then. :cheeky: Ugh, yeah, post processing is still really basic and barely adjusted. Only disabled auto-exposure, as it was annoying as hell at night. Made the night brighter than the day :lol: Thanks for the suggestions :) -
[RELEASED] Test Drive Unlimited Ultra Community Pack v1.04
TDUZoqqer replied to Milli's topic in TDU - Support
Yeah, as the house variety in TDU is soo massive in vanilla :lol: -
various Community development: Project DRIVE (working title)
TDUZoqqer replied to TDUZoqqer's topic in Driving & Racing Games
:whistle: :run: Yeah, I know the Level is not the very best to show-off the physics Situation, I am about to make some roads and stuff to have at least a Basic sense of Speed in the debug. Although the main physics isn't REALLY the top notch to show-off just yet. Yes, everything works in theory, but adjustmets is the key. Springs on cars like the Murciélago are very stiff so there is not much room for playarounds actually. Speed is nice, its capable of making real-world 325 km/ph and stuff. Unfortunately the engine works only with a torque curve, which is not really accurate, in Addition to that. had to Setup 400nm of torque at 0 rp/m to make the car at least hit 100 km/h in under 20 seconds (ugh). Maximum torque Output had to be set up to 800-ish so the Transmission could work with it. So yeah, not quite a sim.. Talking about Transmission - gear ratios in UE4 are the weirdest Thing ever. I think it's somewhere like that: 1-1.8, 2-1.6, 3-1.4 etc.. So also, not really what I was aiming for. Realistic numbers made the car slow AF. But AWD differential works like it should. That's something, I guess. :lol: Gonna Show a physics demo as soon as I have a debug Level. -
Post One Random Automotive Video Per Day
TDUZoqqer replied to Soundwave's topic in Automotive Discussion
Gonna leave that here. Obvious reasons.- 1,648 replies
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[RELEASED] Test Drive Unlimited Ultra Community Pack v1.04
TDUZoqqer replied to Milli's topic in TDU - Support
To be fair, Chirons are epic -
various Community development: Project DRIVE (working title)
TDUZoqqer replied to TDUZoqqer's topic in Driving & Racing Games
:bump: I promised you a WIP video today - here it is! Sorry that it's so dark, Krut decied to screw up the quality. I didn't show some things, I realized later. Window wiper works, although it need some adjusting. Windows are about to work, but not yet. Gauge needles are obviously out of place, but they are technically working too, so it's fine for now. Also, I put some basic materials on the interior of Condo, although as you can see it's far from being done. Still requires a lot of modeling and texturing (and lighting, obviously). Camera's work "meh" too, need to fix it somewhen. Also the rear view mirrors are working, but are kinda glitchy, probably gotta hit up some guys from the Unreal Forum about it somewhen. Sooo, yeah. That's the progress. Working on it 5-6 hours a day, result is quite nice if you think about that I didn't know any relevant information about programming a game about two weeks ago. :) Let me know what you think. Criticism and suggestions welcome. -
[RELEASED] Test Drive Unlimited Ultra Community Pack v1.04
TDUZoqqer replied to Milli's topic in TDU - Support
No it's not -
various Community development: Project DRIVE (working title)
TDUZoqqer replied to TDUZoqqer's topic in Driving & Racing Games
Of course copyright, I always tag people :nods: I'm still looking for some garage assets. I modeled Garage Condo as the demo garage space ingame (This to be exact), but I suck at prop modding, not talking about that I don't even have time for it. So if anyone got an idea where to get some assets from - just bark! :) EDIT: Oh, nevermind, the Google Sketchup warehouse models seem to be just what I am looking for for first :) You most likely will find your way through Unity more than me. Also gave Unity a shot - even managed to make a veeeeeeeeery primitive racing game - but since it's only C++ and Java based -- and I don't know neither - I gave up really quick. Unreal might be less of a favorite for a car game, but for me it's easier. Everyone's own cup of tea tho :) PS: I finally managed to un-screw up the game. Sat the whole afternoon, set everything back like it was, but gauge needles are still off.. Well, screw that. Gonna fix it later. Quick WIP update Vid tomorrow :) -
various Community development: Project DRIVE (working title)
TDUZoqqer replied to TDUZoqqer's topic in Driving & Racing Games
Sounds cool, thanks for the offer! Although I don't quite know if and how UE4 can Support third-Party Tools just yet :mhmm: Anyway, I adjusted some materials, animated the gauge needles and steering wheel yesterday, but all of the sudden screwed some things up and all Looks really bad right now. I'm gonna Need to fix it before I can Show some WIP vids here :) Might be a 3DS Max Export issue, so it might take a bit till I find out what it is. :bsad: -
Maybe the community wouldn't act harsh to you when you would not towards the community. There is no reason to tease mods without Intention of you to release it, because, Hands down, nobody cares what you did when you don't share it to others.
- 2,481 replies
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various Community development: Project DRIVE (working title)
TDUZoqqer replied to TDUZoqqer's topic in Driving & Racing Games
:bump: Just a short dashboard demo. Just got to setup the needles tomorrow and the dashboard is done. :) it has digital gear display, speed, clock, session- and lifetime mileage. Many warning/signal lamps are glowing aswell, like hazard, fog lights, indicators, high- and lowbeam, parking brake and low fuel level. Also gonna finish the base camera setup and set steering wheel movement, then I can go on to finetune the level. Working on the weather and stuff like that. Also, mirrors are working great. Window wipers work like a charm, and car physics are slightly improved. Apparently I had the Automotive materials pack from unreal purchased already, but it turned out they are way over the top for a (yet) so simple game like mine is. So I'll just gonna leave them like they are for now and work on them later somewhen. By the way, there is a guy on youtube of the name Math B streaming vehicle scripting, shout out to him, as his tutorials are insane and helped me a lot with my project. More pics and vids later this week :) Hopefully with basic UI then. -
various Community development: Project DRIVE (working title)
TDUZoqqer replied to TDUZoqqer's topic in Driving & Racing Games
That would be really cool! Thanks a lot. I still have my [email protected] adress. -
various Community development: Project DRIVE (working title)
TDUZoqqer replied to TDUZoqqer's topic in Driving & Racing Games
A proper non-poopy picture of the highly WIP interior. -
various Community development: Project DRIVE (working title)
TDUZoqqer replied to TDUZoqqer's topic in Driving & Racing Games
We're lucky UE4 has some post processing activated by Default. on the flip side, it is the characteristic unreal engine graphics we are running at the Moment, unless I will Color grade it somewhen later (what most likely will happen any time soon), the graphics will tell later that it's unmistakeably running on UE. The reflection is coming from the shaders UE4 offers with some tweaking I did, although many of the shaders are not final yet - car paint shaders are quite difficult to achive to look realistic - as an example how good car shaders look like, which I can't program yet: My shaders are really caveman-style, whilest the example is in year 3017. I definitly Need to work on them a bit :) same with carbon fiber. Might not be visible in the example Videos, but on cars with bare carbon fiber pieces it will be really important. That has a lot to do with layer coats, anistropy and translucensy (it might Sound chinese to you guys - anistropy is the fake direction Switch on the surface like you can see on carbon fiber, translucensy is basically the transparency of the upper coat of the car paint, etc). We'll see. I Need to figure out those things, but it's more of a Detail Topic for later :) Unreal engine offers amazing automotive shaders on their market place, but - ugh. $15.. EDIT: Oh yeah, please Keep in mind - I'm not trying to make an AAA game. I could leave the shaders as they are, as they aren't really bad, but I think it's better to work on something when it's totaly realistic to improve when you dig in it a Little bit and not just giving up :) *EDIT END In the meanwhile, my Goal is to fix some minor things this week. Like, the caliper rotating together with the front wheels by turning (now it's static), physics tweaking (gear ratios and tire friction), camera Setups - at least the Switch between first Person and chase cam, and maybe bring HUD needles to work. Still looking for someone who can draw me some UI design sketches, or any GUI sketches in General - for menues etc. Otherwise that will be the Topic for next week. Greetings :) -
various Community development: Project DRIVE (working title)
TDUZoqqer replied to TDUZoqqer's topic in Driving & Racing Games
I'm happy for every single voulenteer! Let me know what you can do and I'll find something for sure. At the moment I need to setup basic functions for one car, but when I'm done, you might help me rigging cars - when you are able to do that. Otherwise - Materials, unwrapping and texturing would be really appreciated. -
various Community development: Project DRIVE (working title)
TDUZoqqer replied to TDUZoqqer's topic in Driving & Racing Games
I'm afraid custom events are above my level of programming yet. I can make basic AI race you but they all would be really primitive and easy to beat. For now, the goal is to make a more or less solid concept to work on, what happens after that - i dont know. I might have a basic idea of how to create open world events later then, but not yet, I'm afraid -
So, yeah. Uhm. Let's go, I guess. Hi folks. I was gone for quite a while on the forum and from modding TDU. To be fair, TDU bored me, I was so deep in the 3D-modeling and rendering materia that TDU was just not a challenge for me anymore with the (hands down) very limited modding possibilities. Don't get me wrong, I can't complain what a 11 year old game still is capable of. But, let's be honest, it's way off from today's standards. As of this matter, I would like to introduce you my little big project I spent quite some time coding and learning in the past weeks: Project: DRIVE I know, from the screen on it looks really poopy, sorry for that. That's actually the only screenshot I have of it right now. "But Zoqqer, dafuq is this?" Long story short By the way, I am a disaster at coding, especially C++, and I needed a reaally long time to find myself into the engine again, but now that I am capable of doing the very basics it will only get better. "Okay, but what is it all about?" And those are the features I am planing-to-but-unsure-if-I-can realize: -------------------------------------------------------------------- Progress: 28. February 2018 18. August 2018 First public tech demo preview by DonnieBrasco: That's the literal working list I have atm: At the moment, only Rassva and me are involved into the project, but I am the only one who is actually coding. And that's the whole point of the thread: it is not for showing off or something - not at all, I actually would like to make it a community project. So if anyone has a basic idea of anything of the following, please let me know!: -Scripting C++ -Blueprint scripting unreal engine -unreal engine shading -3D modeling -environment design -character design and animation -UI design -Audio design (raw wav's are fine) .. or if you have anything else you want to work on. Please remember, this is a community project, there is no release date. Also, in case I really will finish it one day, this will remain FREE forever and forum exclusive, as I don't have commercial rights on the 3D models, textures, brands or software, so I can't pay anyone who will be involved, sorry about that. So, yeah. Let me know what you think. I doubt I will ever bring it to an enjoyable point, but I just wanted to work on a racing game with you guys. Have a good one :)
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[RELEASED] Test Drive Unlimited Ultra Community Pack v1.04
TDUZoqqer replied to Milli's topic in TDU - Support
Lmao -
[RELEASED] Test Drive Unlimited Ultra Community Pack v1.04
TDUZoqqer replied to Milli's topic in TDU - Support
That's definitly not the right place. Here's the right place: http://forum.turboduck.net/forums/65-vehicle-requests -
Mansory Gronos WIP
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Ras and I try to play every night for 2-3 hours. Mostly only CEO missions to grind money. We use it as psychology sessions sometimes to tell each other how incredibly rich and successful we are in real life and why
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- gta online
- grand theft auto
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(and 1 more)
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Make sure the blank space between the 2000000078 and the 1209544348 is a TAB and not a SPACE. Otherwise The database can't read it
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- 2,107 replies
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- tdu mods
- la ferrari 3d model
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[RELEASED] Test Drive Unlimited Ultra Community Pack v1.04
TDUZoqqer replied to Milli's topic in TDU - Support
That's literally the only bug in my last mods. And I wouldn't release it like that if it would be avoidable. My quality was top notch, and everyone knew that. You're picking the one thing out which didn't work out and claim it to be unplayable. I can release it with the dummies if you want to, but please don't complain then that the game will instantly crash (which happened when I did add the dummies). Same with the Mercedes G-Classes, all the Aventadors and more. I perfered releasing top notch quality with one little bug nobody but the picky you cared about instead of not releasing at all. As far I remember I released the Mercedes and the Aventadors to the time where Paradise wasn't available yet, so nobody cared about that back then anyway. And no, I don't know why it worked on all the other modders and didn't on mine - just before you ask me this, don't start with that. Like said, if I could fix it I would have. You can have my z3d file if you want to and try to fix it yourself. Stop boycotting my mods for one gameplay unrelated issue. If you perfer other modder's mods over mine - that's fine. But don't make my mods look like they were the worst ever by picking out one - the only - bug they have. By the way - "Zoqqers mods have too many versions" - sorry for not modding specificly for your desiring. It's called variation, by the way. And as my mods were made for explicit use with the installer (which fluently worked at all of the people I gave my mods for testing), it was easy to just tick the version you want to. I never made my packed patch folders anyhow user-friendly, as the other's were not supposed to work with that. Also, people, please don't complain about wheel sizes etc. as they were made for the new command lines which changed those for the slot in the installer - not for the replaceable car. When I released a mod with 19" wheels it's obvious that the tire will stick in when putting the rim file just plain on the tdu slot with a smaller wheel size. I still dont understand why people complained about bugs coming by installing my mods incorrectly whilest I wrote everywhere that this is strictly not reccomended to install without installer. Yes, some people didn't like using the installer - but then not complain about bugs, as like said I've made the mod specificly for the use with the installer. Otherwise take the files and fit them to your game manually. You can do that. Everyone can do that with TDUF. I don't have a problem with that, but I don't take respobsibilty for those bugs then. I always gave my best for this community and spent weeks, if not months on my mods finding the best solutions, models and textures for them, but that's just a fact aside. It's so sad the forum started to boycott my mods for nothing but peanuts. I always liked tduck, and it was unfortunate to remove my mods from my servers, but I can spend my time more useful than modding for a community for weeks which will keep on complaining for free stuff. Enjoy the Patch without my LB458 nor the "great done scratch made model" of the Huracán Performante :nods:! If you have anything to discuss with me - as obviously that's not quite the right place to do so here - I'm available in the PM's or - Milli, you already know my Facebook. I'm the "salty dude without a reason". PS: Mods, this is patch related, so please leave this post. At least so the OP can read that.