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Minime891

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Everything posted by Minime891

  1. Yes Zmodeler3 does support bumpmaping correctly but it doesn't have tdu1/2 filters so it's not a option. The image shows what oleg said on the matter. EDIT: Little update on the radiator
  2. That's just your antivirus software as mine detected nothing and it's absolutely fine just.
  3. Well simply put if you had done the appropriate steps to unpack the game it would work. After unpacking launch the TDU2 Universal Launcher and go to settings and point it to the tdu2 folder and then launch. Not sure how much more i can help than that. Maybe posting a pic of your TDU2 folder would help.
  4. Working on bumps maps even though zmodeler2 doesn't actually support bumpmaping. The forza horsion 3 models use a lot of them.
  5. W.I.P Rims for the SVR. Still waiting to hear back from Jorge so no update on the S1 other than that. Edit: W.I.P Front bumper.
  6. Just looking at another car while i wait to hear from Jorge. Also the UVs channels forza has now is almost perfect for TDU2 dirt mapping. Thought i'd attach the file so TDU2 modders could take a look.
  7. As long as the other person has the new roads installed as well, yes.
  8. So i have ran into a rather large problem imo. I can't seem to add the .shk file to bnks and get it working. Even just copying another sector and just renaming it doesn't work. So my assumption is that this .shk is registered some where else, but i just don't know where. If i can't get this to work adding new sectors won't happen. :sulk:
  9. HUD is done just waiting to hear from Jorge. I have sent him a message so hopefully he will get back to me soon.
  10. No idea why i'm even writing this but we really need "World Collision Support (Havok *.shk)". The only option at the moment would be to add very basic collision mesh the the road.shk. But with that seeming to have a file size limit i am not sure what to do. I suppose i will have to test more to confirm that.
  11. STEERING_WHEEL_TURN seems to be what i would say is camera movement on Y axis? As you see in the first image it changes how far you can see. STEERING_WHEEL_TILT adjusts the height of the steering wheel as shown in the second image. My question is are those what you thought the values were? As i am trying to see what affects what i would say is TILT shown in the third image. As when you set the pivot point correctly in zmod it effects obviously the TILT of the steering wheel. If you can't change this i will just edit the geometry so it shows correctly.
  12. Just a little update Oleg had to fix a couple issues with the filter but it's all fixed now. So i think i shall have a look at smoothing out a couple sectors near the lighthouse then see what you guys think. @Djey Sorry i didn't see your post, i haven't got any such map.
  13. Thanks though it's not my best mod by any stretch. Maybe that's just my opinion, i should get back to where i was in a few mods. I really want to make an suv next now we can edit cams and more importantly imo steering wheel height. As for Jorge making the sound i sure hope so. The last i remember he was working on the off samples i believe. I have yet to catch him online. So i will let you know once i catch him. I will make a HUD while i wait to catch him online. Then it shall be complete. :D
  14. Just the one bug to fix then i suppose it's finished.
  15. You can use the material editor to change assigned textures i believe.
  16. I was thinking smaller to start with. So i can work out the best way of going about it. As the chances of me getting efficiency from the start isn't going to happen. If you want to give me a bumpy road sector name so i can smooth it out that would help. Then people can test it and give feedback.
  17. I am sure some one could have told me but i thought i'd check the size of each sector any way. So each sector is 768 sqm. Made a plane with the dimensions of the gallardo to make sure. Now i just need to think of some thing to do. :D
  18. @Pyrol If you could send me a zip of that folder i could take a look. @ BeSweeet As of yet to my knowledge nothing. The main issue was getting roads to import and export correctly. But Oleg edited the tdu1 source to import 3 UVs correctly but it wasn't exporting 3 UVs or importing/exporting the material settings correctly. So then i simply edited the source to export 3 UVs no matter what the material settings were which worked. But then had to edit the material.2DM with material editor. I told Oleg this then he spent almost 5 hours on teamViewer making import and export of roads work correctly. I can't thank Oleg, Djey and Speeder enough for making this possible. :D That is a picture of my edited source build/edited material.2DM. Seemed a waste of time uploading a new picture as it would be the same.
  19. Just fyi the latest tool update exports into groups and better UVs though still not perfect on some groups. The next few of updates of the tool imo will make them usable for mods. Anyway sorry for the off topic, that's all i will be saying on the matter. ;)
  20. The files have been available pretty much since the game was released, it's just the dev build got leaked so all the files got uploaded so you didn't have to decrypt and rename the files. Now all because files to you seem available now you assume that they "can be converted without without much trouble" which just isn't true. The tool to extract the models is far from finished and who knows maybe never be. There are a few people imo wasting there time just be the first to get models in game. Manually editing the UVs, at this moment in time manually editing the textures to be able to read them, scaling certain parts of the mesh manually, moving certain parts of the mesh manually and detaching certain lods and objects from each other is not how you put it "can be converted without much trouble" You seemed to be ill informed on the matter so i hope that helps. EDIT: The updated tool has been released.
  21. For me it's the Lamborghini LP570-4, just the entire package of that car imo is the best so far.
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