We promise no intrusive ads, Please help keep the community alive
Consider supporting us by disabling your ad blocker / add to whitelist / purchasing VIP.
Consider supporting us by disabling your ad blocker / add to whitelist / purchasing VIP.
-
Posts
3,543 -
Joined
-
Last visited
-
Days Won
160
Content Type
Profiles
Forums
Blogs
Gallery
Downloads
Store
Lyrics
News
Guide
Events
Everything posted by TDUZoqqer
-
since OP asked for custom mods for him, it wouldnt make sense for both him and the creator to share it, when the creator is being paid.
-
[RELEASED] Test Drive Unlimited Platinum - v1.21
TDUZoqqer replied to Milli's topic in Tools / Others Mod
That's something Milli can't fix since she have not made the car models. -
thanks, appreciate it. yes i model and texture the cars myself from scratch
-
The first Accords hit the island! Read more here: https://www.patreon.com/posts/32188684
-
Small update More updates coming soon on www.patreon.com/TDUZoqqer
-
I am not working with normal maps since normal maps are making the file size way bigger than some extra polygons, and in TDU you have a hard limit of the size of a traffic car file, which is somewhere around 600kb-ish as far i remember. 512px Normal maps are 1300kb by themselfes already, so it's not an option. If I could work with normal maps, I would make the details way better to begin with. Thanks for the input though, but as you can see there's a reason why i do how i do it
-
How about google-ing before
-
The least you can do is change the belt type to 2 point (I belive) in TDUPE, so it will be a belt around the players waist, which is barely visible. but you can't remove it entirely, no
-
the 2dm was never explored to the point where you could modify it standalone. speeders world editor could make it readable and modify it to an extend, but nothing grounbreaking could be made with it. i once tried to edit the file to add new paint colors (from colors.2db in bnk/vehicules), it created a new material but there is no way to make it work in a precise way so the game can read it back, it's basically gibberish. i always hoped someone could decrypt the files so we can modify it properly, but I belive it will end like the xmb sound files, where the result just wouldnt be worth the research and effort put into decrypting it.
-
Updated the list for the Utility vehicles, meaning list is now complete. Continuing modeling.
-
Hello, I updated the list, posted renders of new models and updated the old ones. Cars update:
-
https://turboduck.net/forum/76-sound-mods/ Correction: https://turboduck.net/forum/102-released-sounds/
-
Nice, good to see a new version of this
-
all sounds in the game are *.wav btw
-
They are in Euro/bnk/sound/vehicules/common.bnk
-
Make sure you have the magic map installed. Also had this issue when I reinstalled TDU after a year and totally forgot about it.
-
Which trucks do you mean? The traffic pack of 2CVSUPERGT was and still is awesome. Gonna be a challenge to reach this level lol concidering I have poly count restrictions. I would make the traffic cars 8k polys each when I could. But this is actually a mod with lowspec pcs in mind.
-
[RELEASED] Test Drive Unlimited Platinum - v1.21
TDUZoqqer replied to Milli's topic in Tools / Others Mod
Wow, "never" is quite offensive. -
[RELEASED] Test Drive Unlimited Platinum - v1.21
TDUZoqqer replied to Milli's topic in Tools / Others Mod
This is very unlikely concidering it's almost done. -
Yeah there is a particular modder I have in mind which I read out by this statement lmao. Let's hope he won't "all of a sudden" make quality traffic mods right after I release it, what a coincidence that would be. Just mentioning my GT3 out of the blue here Yep might be the most clever decision. I can see myself doing something completely different right after preparing the Tahoe blueprints, I am really spontaneous you know E: btw had an idea about the firetruck and bus replacements: note to myself: the bus is a Gillig Low Floor
-
Yeah well, i rather make that mild extra effort now than later. And even if damage doesnt work, its a matter of a minute to delete the below-bumper meshes which saves 100 more polys. So i can only benefit by that regardless haha
-
I actually never managed to make traffic cars damageable in TDU, but to be honest I never really tried to. The Models are prepared to >be< damageable, yes, just Gotta figure out how Vanilla does that. Also planing on make broken glass and dents and scratches work. Which is I belive UV2 ingame and for thus pretty easy to do.