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Posts posted by TDUZoqqer
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Best of luck with your project Zoqqer, I'd be glad to help, yet I've no time for this ...
However, if you need some tools/scripts or help with coding, let me know and I'll see what I can do.
And the most important thing is ... have fun and experiment! It always pays somehow :cool:
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:
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If you read top two lines, I make my intentions quite clear.
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You see, this is why I didn't release my VIP (not really VIP) models because of the hostile attitude towards the community.
So I decide to come back maybe 2/3 years later and you still have the putrid attitude. Not you but the community as a whole.
Shame really because I'm soon to release my own Dawn and DB11 mods in the next month or so.
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.
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: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.
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If you want to email me some UI design requirements\desires I might be able draft up a few basic mockups.
That would be really cool! Thanks a lot. I still have my [email protected] adress.
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A proper non-poopy picture of the highly WIP interior.
- JPTH, andrey zyb, Rassva and 1 other
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Was surprised to see all the lights working and the sunlight flowing across the bodywork, guessing this is because of the game engine you're using having a lot of this built in?
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 :)
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That's a big and cool project, I wish you the best for it!
I don't know anything about coding, but I have a solid experience in modding for shift 2 and now for pCARS, so if you think I can help you in some way, tell me. I would be happy to work on this promising project ;)
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.
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Would you say the focus is on 'just cruising' or on 'playground' areas\games (i.e. think Burnout Paradise or Forza Horizon)? - the latter might make up for any shortfalls in handling and be fun for forum members to muck about in. All the best with it.
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
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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?"
Glad you're asking. Project: DRIVE (working title, as mentioned) is the idea of creating an online multiplayer sim'ish-but-more-arcade'ish open world racing game. I can't hide my Test Drive Unlimited roots here, more to that later.
I loved TDU and you can't deny I was quite in the game. But as deep as I was in it (nohomo), over all the time I found more and more bits and pieces I would like to change or add, but as you may know we don't have the source code for the game and Atari went bankrupt before seeing my E-Mail (doubt they'd reply anyway, but still, you get my point).
Long story short
I have heard of the Unreal Engine 4 some years ago at my internship, and have seen potential and personal desire to make this engine run a car I give it to work with. After some mess-arounds with it and absolute zero knowledge about coding and scripting I decied to give it up and mod on TDU. You can find my first tries (actually one pic Ras' posted in my thread a decade ago) here on the forum, though nobody really cared, which I'm not mad about. :)
After a long while (two weeks ago to be exact) I randomly found a new Unreal Engine video on youtube, and decied to give it another shot. This time with a basic idea of what I actually am planing to do.
I liked the idea of TDU2, but they just missed it to be the real successor. That's basically the idea. Make a cool game with features TDU2 missed.
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?"
The biggest reason of doing this is practise. I'm really into games, and although I won't make it into the gaming industry with my skills whatsoever, I still have interest into making real time sims. Unfortunately, UE4's default vehicle physics are made more for arcade games (Rocket League was made with UE4), but I'm trying to get the most out of it to make it somehow enjoyable.
And those are the features I am planing-to-but-unsure-if-I-can realize:
-making the most popular cars around be playable ingame
-online mode for the tdu oldschoolers to meet up and maybe cruise around, although many people aren't ready to give up TDU for a game of a rookie dev
-customization! Yes, adding bodykits, change rims and sizes, add spoilers, interior trims, change leather colors, exterior colors, window tints, light tints etc (no performance for now)
-customizeable license plates (german vanity plates for now)
-fully working lighting system, with parking markers/DRL's, lowbeam, highbeam, highbeam flash, fog lights, indicators and hazard lights
-working aerodynamic parts on cars which have them (eg. Murciélago bat wings, Carrera GT spoiler, Bugatti spoiler and so on, you get the idea)
-convertible roofs
-window roll up-and-downs
-working gauges, including digital ones, mileage, digital speed, gear displays etc
-fuel system with realistic consumption and saving data in savegame file, so you won't start with a full tank when you enter the game but drained it before
-meetup points with forzavista-ish vehicle indepth view (opening doors and stuff)
-dynamic day/night cycle
-weather changes
-cool vehicle sounds
-basic traffic AI, no cops for now
-pedestrians on the sidewalks you can brutally run over (lel, just joking)
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Progress:
28. February 2018
18. August 2018
First public tech demo preview by DonnieBrasco:
That's the literal working list I have atm:
UPDATE 27. February 2018: I have a totally different way of going at some of these points, so those are pretty much outdated, and everything listed here were the basics I am totally capable of doing now)
Tasks in queue
Finished tasks
WIP tasks
Cancelled tasks (reason)
Fixing/current tasks:
-finetune physics (created new physics, point outdated)
-create custom physics
-fix caliper clipping
-subtile backfire (it's working, it just need some workaround for a logical firing)
Camera:
-camera switch (cockpit to 3pc, later more-bonnet, bumper, second back)
-clamp orbit cam
-rear view cam
-idle camera sequence (like when you stay idle without Inputs for some moments, the camera will Switch to a sort of "Stalker cam" like in GTA5)
-shake on speed
-add new cameras (bonnet, bumper, second back)
Animations:
-Needles fuel, rpm and speed
-steering wheel
-window controls
-animate fix wiper so it goes back to park position instead of just stopping
AI:
-bus rig and import
-setup ai path control
-use bus as ai (ai test)
Level:
-basic roads (debug environment)
-ai spawn parked cars (level bp)
-create fix improve day night cycle
-enable lights by nighttime (track to levelbp sky)
-create make rainy weather look better
-rain / sun switch (by input for debug, random switch later)
-foggy weather (+track fog lights to it if intensity is *x) (I think it is quite overkill and nobody needs it)
Detail tasks for later:
-rear view mirrors by 2d cam
-adjustable interior camera (like tdu)
-skids
-interior badges (light, indicators, handbrake) (when interior done)
-digital gauges:
_-mileage
_-current gear
_-clock (track to levelbp sky)
_-fuel level
-manual interior lights (overkill, nobody will ever use it)
-useless crap input list which you need to press shift for
-engine kill switch
-convertible roof input
-high beam+brake lights/nightlights rear+fog+front indicators intensity fade
-fix indicators
Ideas/unsure if realizeable/too complex now:
-adjustable rear view mirrors? (Idea)
-Road marks reflecting (found a method where this is not necessary anymore)
-add a "pause mode" where you can orbit (or walk) around the car (like autovista) and open parts and enable lights (debug everywhere, later in specific areas) (idea)
-cruise control (input>get current speed>set speed?)
-fuel system+save float/amount of fuel in savegame
-save mileage in savegame (digital gauges float+analog gauges rot float)
...
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 :)
- RACER-N3ZX9R ™, DonnieBrasco, Djey and 3 others
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Hi ! I do not know if this is the right place! Anyone can make vw passat b5.5 w8 the american version?
Thank you for your attention
That's definitly not the right place.
Here's the right place:
- CarMadMike and slylecoco
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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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2000000078=1209544348|2000000078 1209544348
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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- Popular Post
- curtis_187, Jonez, JulioNR and 2 others
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Well, your mods are known for having the driver flying around, but what i said is, it is better to have this issue than have the game to crash, which is what happens with Miha's mods.Edit:
Like this:
Now, you will say this is how it should be, or that isn't a bug?
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.
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It's better to have other bugs than having the game to crash.
Oh, yeah, I always released mods full of bugs, all of my mods had so incredibly many bugs, they were unplayable. I also replaced my mods with Rule's always right after I released mine, my mods were as bad.
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-The circle things in the Bumper are cameras, not lights. They are Glossy black, not silver
-Brake discs and calipers are not from RS6
-Something wrong in your wheel arch
This are just the mistakes you would probably not fix.
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Why don't you take Forza's Agera and put the R wing on it?
- xtenso978, Whinchester and Pator5
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Video tutorial: Importing your own cars from Forza | turboduck forum
Tutorial: Importing / Creating Your Own Basic Car Mod For TDU | turboduck forum
COMB@T_$HOTGUN's Modding Tutorial for everyone ((( UPDATE: Good news guys ))) | turboduck forum
A little bit of research wouldn't be bad, for the next time.
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Zoqqer and that if you take the engine from TDU2 or even from some realties game !? where there are 6 rims (and upload to engine TDU)!
In my opinion it is quite possible to do
???
I absolutely do not understand what you mean
Community development: Project DRIVE (working title)
in Driving & Racing Games
Posted
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 :)