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TDUZoqqer

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  1. Like
    TDUZoqqer got a reaction from Milli in Community development: Project DRIVE (working title)   
    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
     

     


  2. Like
    TDUZoqqer got a reaction from Djey in Community development: Project DRIVE (working title)   
    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
     

     


  3. Like
    TDUZoqqer reacted to Eudemon in Our community going forward   
    happy 3k post!
    I am a pay to win player so I start with 20k+ post :poto:
  4. Like
    TDUZoqqer reacted to Eudemon in Community development: Project DRIVE (working title)   
    we can potentially build a game together (I am a programmer)
  5. Like
    TDUZoqqer got a reaction from Docent in TDUPE cars performance editing - need help   
    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
  6. Like
    TDUZoqqer reacted to insaneone in Community development: Project DRIVE (working title)   
    I got no idea what you just said but you got nice pics and that's all I need to see. :)
  7. Like
    TDUZoqqer got a reaction from Docent in TDUPE cars performance editing - need help   
    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)
  8. Like
    TDUZoqqer got a reaction from Milli in Community development: Project DRIVE (working title)   
    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:
  9. Like
    TDUZoqqer got a reaction from Robban93 in Our community going forward   
    I like the idea of direct uploads of mods. I know several other TDU forums offered this feature in the past, and I wasn't sure why TDuck didn't have this aswell, as it forced modders to share mods on more or less cancerous filehosters, which some modders even capitalized.
     
    Would be great if third party hoster links would be blacklisted in general when the feature gonna take place. Rapidshare etc are just a pain in the A for consumers.
  10. Like
    TDUZoqqer reacted to Eudemon in Our community going forward   
    Note:
    Prior to this announcement, I have already been in contact with the mod team and the original Diablo,
    what I found out was they were somewhat concerned about future of this community because the previous buyer wasn't being transparent.
     
    Here is what happened:
    the buyer auctioned this site after owning it for a month (maybe that's his business model, maybe he doesn't have time...)
    which I purchased and I am here to assure you this community won't show up on auction again.
     
    About myself:
    My internet name is Eudemon, changed the avatar just so you can differentiate, I am an Anime fan + casual gamer (used to game a lot),
    I have offered this account back to original Diablo but he wants to remain as insaneone due to change of life style.
    I am a software engineer lives in United States who specializes in web application development,
    I own a community myself for over 8 years, so I have a lot of respect for insaneone for keeping it alive 11 years,
    I am not interested in making money off this site, I want to help the royal members like you by developing a better system.
     
    Here is what I am going to do (in no particular order):

    Removed invasive ads, removed donation
     
    Migrate forum system from xenforo to invision power board
    This will speed to deployment time of features because my other community also runs on it, effectively avoids keeping two different versions of system,
    I know this community already went through the transition from vbulletin, I will test the move in my local environment to make sure seamless migration.
    In addition, it comes with other features including, but not limited to:
    Download section, which will allow direct mod upload to the site
    Gallery section, for creating personal albums show case screenshots
    Personal Blog, Club etc
    Direct integrate Wordpress (news site) with the forum, allow single login across both area, and sharing session time
    Redesign of entire site, which will be more visually integrated across news and forum.
    Migrate to my custom private cloud server, this will ensure both performance and uptime
    SEO changes, fixing broken links, layouts, SMTP emails etc
    Custom scripts will be written for things like calculating in-game mechanic
     
    Wiki, News contributor program, expand in other area, collaborate with my other community if we have enough anime lovers, building social media presents and more

    by no mean that any of above is decided so please let me know what you think, if you feel uncomfortable saying certain thing, feel free to shoot me an PM.
    Please continue to support the community by regularly visiting and posting news updates, as a new member to the community I look forward to learn from you guys.
  11. Like
    TDUZoqqer reacted to DJoyTinnio in Community development: Project DRIVE (working title)   
    Cool you answer so detailed. About the reflections on the car. I didn't mean better reflections in quality. I ment they should move correctly. I guess it eats up nearly same calculations moving wrong, then they would moving correctly :-q . If you drive forward, they shouls move backwards, like the surrounding does, when you drive through it. In TDU 1 the move in drivin direction, wich is a stoned view of reality. In cockpit view they move normal, like it should be. Maybe a modder thats more into the gamecode than me could just copy paste the movementcode from cockpit view to the 3rd person view codes. Like L3AN and Speeder. Sounds from youtube videos are not interesting ? You think of law problems using them in an own game ?
  12. Like
    TDUZoqqer got a reaction from insaneone in Community development: Project DRIVE (working title)   
    At the moment I am learning physics, still. At the current state the physics is "driveable", but far from really "enjoyable" in the long term. I mean, I had fun driving around some minutes with the M3, but I am pretty sure it's due to my statisfaction of the progress, and that it's "working". I think the physics is yet far away from being "addictable". I am learning physics from a tutorial of a russian dude on Youtube, although he decied to sell his system on the marketplace, and that means sooner or later I will invest money into bying those. Spending money on the marketplace as a single developer is unavoidable for such a huge project like mine. So, yeah, the goal is to achive at least the physics level of TDU1, if not better. It won't be Assetto Corsa or Forza tho, please remember that.
     

     
    That's the gameplan.
     

     
    Depending on how it will fit to the rest of the looks of the game. Actually not needed, as the bloom post process effect will create lens flares and a glow around the headlights by itself.
     

     
    working on it, will be there.
     

     
    Yes, that's possible. You can either read up my current state some posts before or watch the video. It's there already.
     

     
    Unavoidable. Will be there.
     

     
    Terms of details, will >hopefully< be there aswell. I just remember GTA4 and GTA5. I'm not on this development level yet, though. Environment will be taken on later.
     

     
    Also had this idea, although I have no idea how to make reflectors properly. Eg. Forza H3 has those effects on signs and stuff. Need to figure it out, but it was planed to feature it aswell.
     

     
    Same as above.
     

     
    Sounddesign isn't my cup of tea, I would love to have cool engine sounds too. At the moment I use sounds straight from Forza 4. M3 uses TDU's Wiesmann sound - it's the same engine. G65 uses a Bentley W12 sound which sounds "Okay" but nowhere near "cool". I am not a sound designer, I will give my best, though.
     

     
    Reflections is a tricky thing in games. I mean, I have screen space reflections in the game, although Unreal's reflections are meh. It reflects in a short distance, the more distance it have to reflect, the more GPU it uses. There are ways to improve it (same as dynamic AO), but this is very expensive. I am trying to keep the game as cheap as possible for the CPU/GPU. If you have a clue how to achive those results (without massive framedrops), please let me know, I appreciate any kind of help in this matter.
     

     
    I am not a game dev by profession, I started with the project in autumn without any programming knowledge whatsoever. I am also learning. :)
     

     
    As mentioned before - that's the gameplan.
     

     
    The island is very dated IMO. Also, I like new environments in games. I would never buy Assassins Creed ever again if the world would be still played by Altaïr in the holy land since 2007 without any changes.
     

     
    Yep, TDU2 also didn't catch me.
     

     
    Well, you record those sounds for every of the (yet) 30 cars I planed,including EB110, F50 and Porsche GT1, I will proudly work on this system :) Unfortunately some things I would also love to have are just impossible to achive, especially when you are working alone with a budged of +-0. :)
  13. Like
    TDUZoqqer got a reaction from DJoyTinnio in Community development: Project DRIVE (working title)   
    At the moment I am learning physics, still. At the current state the physics is "driveable", but far from really "enjoyable" in the long term. I mean, I had fun driving around some minutes with the M3, but I am pretty sure it's due to my statisfaction of the progress, and that it's "working". I think the physics is yet far away from being "addictable". I am learning physics from a tutorial of a russian dude on Youtube, although he decied to sell his system on the marketplace, and that means sooner or later I will invest money into bying those. Spending money on the marketplace as a single developer is unavoidable for such a huge project like mine. So, yeah, the goal is to achive at least the physics level of TDU1, if not better. It won't be Assetto Corsa or Forza tho, please remember that.
     

     
    That's the gameplan.
     

     
    Depending on how it will fit to the rest of the looks of the game. Actually not needed, as the bloom post process effect will create lens flares and a glow around the headlights by itself.
     

     
    working on it, will be there.
     

     
    Yes, that's possible. You can either read up my current state some posts before or watch the video. It's there already.
     

     
    Unavoidable. Will be there.
     

     
    Terms of details, will >hopefully< be there aswell. I just remember GTA4 and GTA5. I'm not on this development level yet, though. Environment will be taken on later.
     

     
    Also had this idea, although I have no idea how to make reflectors properly. Eg. Forza H3 has those effects on signs and stuff. Need to figure it out, but it was planed to feature it aswell.
     

     
    Same as above.
     

     
    Sounddesign isn't my cup of tea, I would love to have cool engine sounds too. At the moment I use sounds straight from Forza 4. M3 uses TDU's Wiesmann sound - it's the same engine. G65 uses a Bentley W12 sound which sounds "Okay" but nowhere near "cool". I am not a sound designer, I will give my best, though.
     

     
    Reflections is a tricky thing in games. I mean, I have screen space reflections in the game, although Unreal's reflections are meh. It reflects in a short distance, the more distance it have to reflect, the more GPU it uses. There are ways to improve it (same as dynamic AO), but this is very expensive. I am trying to keep the game as cheap as possible for the CPU/GPU. If you have a clue how to achive those results (without massive framedrops), please let me know, I appreciate any kind of help in this matter.
     

     
    I am not a game dev by profession, I started with the project in autumn without any programming knowledge whatsoever. I am also learning. :)
     

     
    As mentioned before - that's the gameplan.
     

     
    The island is very dated IMO. Also, I like new environments in games. I would never buy Assassins Creed ever again if the world would be still played by Altaïr in the holy land since 2007 without any changes.
     

     
    Yep, TDU2 also didn't catch me.
     

     
    Well, you record those sounds for every of the (yet) 30 cars I planed,including EB110, F50 and Porsche GT1, I will proudly work on this system :) Unfortunately some things I would also love to have are just impossible to achive, especially when you are working alone with a budged of +-0. :)
  14. Like
    TDUZoqqer got a reaction from Milli in Community development: Project DRIVE (working title)   
    At the moment I am learning physics, still. At the current state the physics is "driveable", but far from really "enjoyable" in the long term. I mean, I had fun driving around some minutes with the M3, but I am pretty sure it's due to my statisfaction of the progress, and that it's "working". I think the physics is yet far away from being "addictable". I am learning physics from a tutorial of a russian dude on Youtube, although he decied to sell his system on the marketplace, and that means sooner or later I will invest money into bying those. Spending money on the marketplace as a single developer is unavoidable for such a huge project like mine. So, yeah, the goal is to achive at least the physics level of TDU1, if not better. It won't be Assetto Corsa or Forza tho, please remember that.
     

     
    That's the gameplan.
     

     
    Depending on how it will fit to the rest of the looks of the game. Actually not needed, as the bloom post process effect will create lens flares and a glow around the headlights by itself.
     

     
    working on it, will be there.
     

     
    Yes, that's possible. You can either read up my current state some posts before or watch the video. It's there already.
     

     
    Unavoidable. Will be there.
     

     
    Terms of details, will >hopefully< be there aswell. I just remember GTA4 and GTA5. I'm not on this development level yet, though. Environment will be taken on later.
     

     
    Also had this idea, although I have no idea how to make reflectors properly. Eg. Forza H3 has those effects on signs and stuff. Need to figure it out, but it was planed to feature it aswell.
     

     
    Same as above.
     

     
    Sounddesign isn't my cup of tea, I would love to have cool engine sounds too. At the moment I use sounds straight from Forza 4. M3 uses TDU's Wiesmann sound - it's the same engine. G65 uses a Bentley W12 sound which sounds "Okay" but nowhere near "cool". I am not a sound designer, I will give my best, though.
     

     
    Reflections is a tricky thing in games. I mean, I have screen space reflections in the game, although Unreal's reflections are meh. It reflects in a short distance, the more distance it have to reflect, the more GPU it uses. There are ways to improve it (same as dynamic AO), but this is very expensive. I am trying to keep the game as cheap as possible for the CPU/GPU. If you have a clue how to achive those results (without massive framedrops), please let me know, I appreciate any kind of help in this matter.
     

     
    I am not a game dev by profession, I started with the project in autumn without any programming knowledge whatsoever. I am also learning. :)
     

     
    As mentioned before - that's the gameplan.
     

     
    The island is very dated IMO. Also, I like new environments in games. I would never buy Assassins Creed ever again if the world would be still played by Altaïr in the holy land since 2007 without any changes.
     

     
    Yep, TDU2 also didn't catch me.
     

     
    Well, you record those sounds for every of the (yet) 30 cars I planed,including EB110, F50 and Porsche GT1, I will proudly work on this system :) Unfortunately some things I would also love to have are just impossible to achive, especially when you are working alone with a budged of +-0. :)
  15. Like
    TDUZoqqer reacted to DJoyTinnio in Community development: Project DRIVE (working title)   
    Urrm, first of all, cool project. You said that the UE4 does not have the physics capability you would like to have. But is it enough for being as good as TDU 1, according to driving physics ? Because this would, at least for me, be all i need, löl . When i think about this here, i imagine a TDU 1 with the basic things that where missing, in it. Lightflares, rain + wipers, being able to leave the car or at least open the doors, for cool parking in freeride, but much more important, lighting details. You know, streetlamps, DIFFERENT light in the windows of buildings, orange cateyereflectors on the streets in tunnels or on the road at night. Streetside reflectors in the plancs sometimes. This also ads feeling of speed to the game. Better variaty in engine sound design. Correct reflections in the carpaint and everything, we know they are moving forward instead of backwards on the car, in the original TDU 1. Yeah all this is possible in the UE4. I would overhaul TDU1 if i would want to learn only, and want a game like TDU 1, like you said. I really would like to have a TDU 1 without the failiures, and better graphics, sounds, etc. instead of another game with other spots. I like that island :-q . And in TDU 2 everything is so cartoonish, plus the driving is worse than in TDU 1. For the sound, i think of a system, where single events are independent designable, like backfires, a keyrattle, or material moving sounds, insects that splash on the frontwindow etc. . There should be s seperate rev sounds system for when the neutral gear is put in, and the most important, for every gear a SPEEDBASED revsystem. Not a revhightsystem. You know, how does the car sound in 4th gear at 100km/h and how does it sound at 200 km/h, can be put in different then, not like in TDU1 one file for the same gear in a rev range. There the 1st gear sounds at lets say 6000 rpm the same like the 4th gear at 6000 rpm, and that is crap. If the 1st gear never reaches the speed like in 4th gear at same rpm, the sound will be different with a speedbased rev system. Of course this would be more work, by the factor of gears. 6 gears, six times more work. But it will be worth it, and i would WANT this more possibilities to do things. Tnx for reading :-q.
  16. Like
    TDUZoqqer reacted to mau92 in Community development: Project DRIVE (working title)   
    Nice progress Zoqqer! Looks like it's heading in the right way ;)
  17. Like
    TDUZoqqer got a reaction from insaneone in Community development: Project DRIVE (working title)   
    Oh crap you're right. I guess making India would be the easier AI solution :lol:
     
    Funny thing is, it's easier to make the AI floor it than to make it control their speed. So be ready for smarts on v-max on autobahn! (140 km/h.. :D )
  18. Like
    TDUZoqqer got a reaction from Milli in Community development: Project DRIVE (working title)   
    Oh crap you're right. I guess making India would be the easier AI solution :lol:
     
    Funny thing is, it's easier to make the AI floor it than to make it control their speed. So be ready for smarts on v-max on autobahn! (140 km/h.. :D )
  19. Like
    TDUZoqqer reacted to Ryzza5 in Community development: Project DRIVE (working title)   
    Interesting thing about being in Germany is that your AI will have to be the best in the world to reflect what I hear about real life... so no pressure :p
     
    Also got to handle the unrestricted autobahn sections. :cool:
  20. Like
    TDUZoqqer got a reaction from Djey in Community development: Project DRIVE (working title)   
    Ahaha that's actually how it's going down. It was the same with the Opel Zafira Tourer, where I came to carspotting and told my mates to keep an eye open for Zafiras as I have to grab textures :lol: Smarts shouldn't be that hard to find either.
     
    Oh yeah, people will know the game as "the racing game with the annoying smarts all over" :D
  21. Like
    TDUZoqqer reacted to insaneone in Community development: Project DRIVE (working title)   
    I just have a mental image of you taking pics of these things while a supercar and such drives by. :lol:
     
    Good to see progress is still being made on this mate and I wonder if these traffic Smarts will be what the title becomes known for when it eventually arrives. :p
  22. Like
    TDUZoqqer got a reaction from F12Berlinetta in What are you listening to?   
    I am listening to this for hours now, am I weird?
  23. Like
    TDUZoqqer got a reaction from insaneone in Community development: Project DRIVE (working title)   
    Hi! Another minor update. It's less engine-dependent though.
     
    I am not really in the mood of programming at the moment, so I decied to take care of the modeling process a bit. Eventhough the Forza models are very good for player cars (same as various other games like CSR2, real racing and stuff), some cars - in particular the traffic cars - require a different treatment. Same as TDU, the traffic cars need to be very lowpoly (approximately TDU's player cars size) so they can spawn many times on the screen without making the game lag extremely. And also, the cars I am planing to put as traffic, mostly don't exist in other games, as those are mainly European market low-priced cars. Especially Berlin cars are quite unique sometimes. I already modeled my Mercedes O503 Citaro traffic bus aswell as the Opel Zafira C Tourer police car, and remodeled Forza's LOD2 Mercedes E63 AMG to be a E220cdi taxi. Now I wanted to take care of something I literally see every day I go outside my house.
     


     
    Yes, this is a 2016 Smart car. And thanks to the car sharing company "Car2Go" those are literally everywhere here. And as I want to come close to the "real" Berlin traffic as much as possible, I couldn't miss those.
     

     
    Also the decision of modeling the whole car by myself came also by the fact, that I could not find a single 3D model of the 2016 Smart. I mean sure, I could have used the "old" Smart car facelift model from Forza, but as Car2Go took them from the road in 2016, I think this was the better decision. And as it will be just a low poly asset, there is not much detailing needed on it. For instance, for the Opel Zafira police car I needed approximately two weeks from start to finish, I think with the size of the Smart it will take even less. So it's not a big deal of a work for something that "significant" like the picture of the real life traffic cars later. :)
     
    I am just at day #2 of modeling, and already at the second detailing step. I work in 3 steps FYI - rough shape, overworked shape, detailed shape. The orange parts are step 2, whilest the blue ones are still step 1. Just 1-2 days left till step 3, so it basically is already almost done :D
  24. Like
    TDUZoqqer got a reaction from Milli in Community development: Project DRIVE (working title)   
    Hi! Another minor update. It's less engine-dependent though.
     
    I am not really in the mood of programming at the moment, so I decied to take care of the modeling process a bit. Eventhough the Forza models are very good for player cars (same as various other games like CSR2, real racing and stuff), some cars - in particular the traffic cars - require a different treatment. Same as TDU, the traffic cars need to be very lowpoly (approximately TDU's player cars size) so they can spawn many times on the screen without making the game lag extremely. And also, the cars I am planing to put as traffic, mostly don't exist in other games, as those are mainly European market low-priced cars. Especially Berlin cars are quite unique sometimes. I already modeled my Mercedes O503 Citaro traffic bus aswell as the Opel Zafira C Tourer police car, and remodeled Forza's LOD2 Mercedes E63 AMG to be a E220cdi taxi. Now I wanted to take care of something I literally see every day I go outside my house.
     


     
    Yes, this is a 2016 Smart car. And thanks to the car sharing company "Car2Go" those are literally everywhere here. And as I want to come close to the "real" Berlin traffic as much as possible, I couldn't miss those.
     

     
    Also the decision of modeling the whole car by myself came also by the fact, that I could not find a single 3D model of the 2016 Smart. I mean sure, I could have used the "old" Smart car facelift model from Forza, but as Car2Go took them from the road in 2016, I think this was the better decision. And as it will be just a low poly asset, there is not much detailing needed on it. For instance, for the Opel Zafira police car I needed approximately two weeks from start to finish, I think with the size of the Smart it will take even less. So it's not a big deal of a work for something that "significant" like the picture of the real life traffic cars later. :)
     
    I am just at day #2 of modeling, and already at the second detailing step. I work in 3 steps FYI - rough shape, overworked shape, detailed shape. The orange parts are step 2, whilest the blue ones are still step 1. Just 1-2 days left till step 3, so it basically is already almost done :D
  25. Like
    TDUZoqqer got a reaction from Milli in Community development: Project DRIVE (working title)   
    Yeah exactly, trial and error is the key. Had to learn it the hard way lol
     
    Anyway, as I 1) don't have much time to work on the game now, 2) i tend to make the easy stuff when I DO have time (wheels) and 3) wheels take forever to finish for the game (4 hours roughly, with rendering textures and uv mapping and stuff), I only got a little visual "update".
     

     
    What you can't see here, the CSL slot has 3 different type of wheels ingame now, in particular Styling 67 18 inch (the one in the pic), 19 inch (the original "stock" wheels of the CSL / M3 Facelift) and the CSL wheels.
    What can we take from this picture - the 18 inch 67ers look terrible on the CSL :D :D
     
    Trynna make the plate shop or paint shop work in the near future from now. Stay tuned
     
    EDIT: Oh, and the G-Wagon has 27 factory colors now. Oops.
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