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Posts posted by TDUZoqqer
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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
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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.
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8 minutes ago, Milli said:
You'll need zmodeler, i suppose. Since they seem to be a "material" file, forgot it's extension, but i know that ever TDU car has a similar file inside them.
*.2dm
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- Popular Post
- Popular Post
Hello, I updated the list, posted renders of new models and updated the old ones.
Cars update:
- K3RAMB0, TDU Iceman, brSiRiuS and 2 others
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On 3/28/2019 at 10:11 PM, LonelyDarknesss said:
Maybe he is Selfish, or Simply Lazy
I am not forced to upload any of my mods to public. When you call me selfish for that, alright.
I just don't want my mods to be online anymore for my own particular reasons you don't know. So stop placing me in bad light just because you don't get what you want.
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Nice, good to see a new version of this
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all sounds in the game are *.wav btw
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They are in Euro/bnk/sound/vehicules/common.bnk
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Please don't request my mods, I won't share them and strike people when they will be.
About the SuperSports, I belive StarGT did it with the moving spoiler, just google, I don't have it myself.
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Make sure you have the magic map installed. Also had this issue when I reinstalled TDU after a year and totally forgot about it.
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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.
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Wow, "never" is quite offensive.
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3 minutes ago, fatal said:
Still can't wait for this awesome mod. Hope you won't discontinue the project, Milli.
This is very unlikely concidering it's almost done.
- andrey zyb and Milli
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2 hours ago, Milli said:
That's really nice! Those traffics are being better quality than some TDU car mods. Lol
And make the Tahoe next. Leave the Expedition for one of the last ones, because it might be one of the coolest to make.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
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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
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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.
- TDU Iceman and brSiRiuS
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Altima done. The Altima turned out to be a fairly complicated car to model actually. Not particulary difficult, but tricky to catch the shapes. It isn't perfect by any means, but it's close enough, really. Also, texturing the headlights was a nightmare. But yeah lol.
Ignore the reflections of the the transparent stuff in the paint, we all know it doesn't matter since TDU won't reflect them ingame.
Asset details:
Polycount: 2.298
specific textures used: 5 (512x512 DXT1 no alpha, 256x256 DXT5, 256x256 DXT1 no alpha, 256x256 DXT1 no alpha, 128x128 DXT1 no alpha)
Duration: 5-ish days
Gonna make a break from the traffic cars for a day or two (actually, continue my "real work" lol), in the meanwhile you can tell me what I should model next from the list. I am tending towards Expedition or Tahoe.
- Djey, TDU Iceman, Milli and 1 other
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This track has an insane vibe holy crap
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Yes it's possible, you need to edit the performance packs with TDUF and assign a specific slot to the tuning pack. Vanilla Nissan 350Z and Ford Mustang work this way.
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10 minutes ago, rhajat said:
Hi Milli, i’ve been a long time lurker on the forums and have been keeping tabs on this mod for a good half a year (decided to man up and make an account now lol) and just wanted to thank you for the colossal amount of work you’ve put in to make this possible for us all!
i’m not sure if this has been asked already (if so then im sorry!) but i was wondering how many custom car slots will be available for us to use? thank you so much again !
The game will have over 800 cars you can replace.
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whats left? VW, Volvo, Lykan and Zenvo?
Mercedes CLK-GTR AMG
in TDU2 - Support
Posted
How about google-ing before