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    Found 13 results

    1. TDU PE 2.5! This is the program conducted by Dredgy's, so I went and made this post for those who have a little problem in the TDUPE 2.78, which is the limit value in the bars of acceleration and brakes (in the case of motorcycles), for here is this program for that. So for those who have this problem and want to edit the bikes in Test Drive Unlimited, just download the program, which is in the link of mediafire, decompress it, use it and go! The bikes that you wanted to change has been accomplished! NOTE: Do not change the names of the vehicles or the game will close! To save the changes should give "save all changes"!! Everything and more thanks to Dredgy's Tools! Enjoy! LINK: http://www.mediafire.com/?3f5r3w2lhs4f2h2 MEGA link [ATTACH]18545[/ATTACH] [ATTACH]18546[/ATTACH] [ATTACH]18547[/ATTACH]
    2. Hey guys I have been looking for a way to modify my car's values in the performance editor but I constantly get an error with microsoft. NET. However, I've heard that there is a way to modify the values in an editor that is already present in the project paradise folder. Can someone point me to the proper directory to edit the values?
    3. Version v0.04

      133 downloads

      Description Even if it's called "Editor", this tool is a toolbox to export your files in your favorite 3D editor (maya, 3DS max, blender,... any editor as long as it's compatible with .obj) and obviously do the opposite. This choice as been made simply because I didn't want to make the usage of a cheap and badly written 3D editor an obligation. .obj has a pretty basic structure making easy to build an object from nothing. Features Heightmap Creation/Import/Export Material Editor World Objects Creation/Import/Export Road Collision Support (Havok *-R.shk) World Collision Support (Havok *.shk) Entities Management Soundscape Edition Wire Editor Map Network Editor Security Ramp Editor Green: done / almost done Orange: in progress Brown: just started / researches Red: todo Screenshots Terrain Edition Fast and clean heightmap edition (note: only the Y-axis is used by the game) Untextured/Textured heightmap World Object Edition Imported Untextured Object from a *-O.3DG (some oil station) Imported Road Network from a -O.3DG with a bit of Havok vertex (yellow dots) Terrain, world objects, havok collision mesh Havok Mesh in Editor, Havok Mesh Exported to TDU (early test) Custom low poly mesh (edited plane) exported as Havok Collision Mesh World Object Import (W.I.P.) World Objects with custom pivot point Basic Material Editor Changelog Objects Import/Export UI update Now using collada Complete and detailed user guide inside the archive I'll try to keep the thread updated as often as I can. Opened to suggestions / Q&A / testing (dont ask for that yet) / ...
      Free
    4. View File TDU World Editor Introduction After editing by hand some sectors for the next update of Project Paradise, I thought it could be nice to create a proper map editor for TDU. After all, that's the only part of the game which has never been modded before. (and yes, next pp update should come soon, so less pm spam everyone thanks) Description Even if it's called "Editor", this tool is a toolbox to export your files in your favorite 3D editor (maya, 3DS max, blender,... any editor as long as it's compatible with .obj) and obviously do the opposite. This choice as been made simply because I didn't want to make the usage of a cheap and badly written 3D editor an obligation. .obj has a pretty basic structure making easy to build an object from nothing. Features Heightmap Creation/Import/Export Material Editor World Objects Creation/Import/Export Road Collision Support (Havok *-R.shk) World Collision Support (Havok *.shk) Entities Management Soundscape Edition Wire Editor Map Network Editor Security Ramp Editor Green: done / almost done Orange: in progress Brown: just started / researches Red: todo Screenshots Terrain Edition Fast and clean heightmap edition (note: only the Y-axis is used by the game) Untextured/Textured heightmap World Object Edition Imported Untextured Object from a *-O.3DG (some oil station) Imported Road Network from a -O.3DG with a bit of Havok vertex (yellow dots) Terrain, world objects, havok collision mesh Havok Mesh in Editor, Havok Mesh Exported to TDU (early test) Custom low poly mesh (edited plane) exported as Havok Collision Mesh World Object Import (W.I.P.) World Objects with custom pivot point Basic Material Editor Changelog Objects Import/Export UI update Now using collada Complete and detailed user guide inside the archive I'll try to keep the thread updated as often as I can. Opened to suggestions / Q&A / testing (dont ask for that yet :cheeky:) / ... Submitter Speeder Submitted 10/04/2020 Category Tools / Others  
    5. Hello, i have had this awesome program for a long while and it workeed well, only occasional crashes and exceptions after saving, but this morning, it just refused to save changes to anything i edited, i was using version 1.0, then i downloaded 2.5, and tried the same, and the same exception happened. does any one else have this problem? can anyone help me? Here is the error log ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at TDUeditor.Form1.saveCar(String dataLine) at TDUeditor.Form1.saveCarButton_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at ComponentFactory.Krypton.Toolkit.KryptonButton.OnClick(EventArgs e) at ComponentFactory.Krypton.Toolkit.KryptonButton.b(Object A_0, MouseEventArgs A_1) at ComponentFactory.Krypton.Toolkit.ButtonController.OnClick(MouseEventArgs e) at ComponentFactory.Krypton.Toolkit.ButtonController.MouseUp(Control c, Point pt, MouseButtons button) at ComponentFactory.Krypton.Toolkit.ViewBase.MouseUp(Point pt, MouseButtons button) at ComponentFactory.Krypton.Toolkit.ViewBase.MouseUp(Point pt, MouseButtons button) at ComponentFactory.Krypton.Toolkit.ViewBase.MouseUp(Point pt, MouseButtons button) at ComponentFactory.Krypton.Toolkit.ViewBase.MouseUp(Point pt, MouseButtons button) at ComponentFactory.Krypton.Toolkit.ViewManager.MouseUp(MouseEventArgs e, Point rawPt) at ComponentFactory.Krypton.Toolkit.VisualControlBase.OnMouseUp(MouseEventArgs e) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at ComponentFactory.Krypton.Toolkit.VisualControlBase.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3603 (GDR.050727-3600) CodeBase: ---------------------------------------- TDUeditor Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: ---------------------------------------- ComponentFactory.Krypton.Toolkit Assembly Version: 4.1.1.0 Win32 Version: 4.1.1.0 CodeBase: ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3082 (QFE.050727-3000) CodeBase: ---------------------------------------- System.Configuration Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: ---------------------------------------- System.Data Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: ---------------------------------------- System.Transactions Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: ---------------------------------------- System.EnterpriseServices Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: ---------------------------------------- TDUModdingLibrary Assembly Version: 1.0.3715.2358 Win32 Version: 1.0.3715.2358 CodeBase: ---------------------------------------- DjeFramework1 Assembly Version: 1.0.3715.1976 Win32 Version: 1.0.3715.1976 CodeBase: ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. Thanks In Advance
    6. Eudemon

      Editor Tools

      From the album: Eudemon

      Ever had hardware or software issue that caused you to lose whatever you have been typing? Never an issue here, Our editor automatic saves what you have been typing in a time period, you can easily restore it later

      © Eudemon.org

    7. Hi, I've got a problem with the tdu performance editor. when I rename a car with the tool, tdu crashes a few seconds after I've started it. It's annoying, so could anyone help me with my problem??? :confused: Greetings from ullmax
    8. Tdu 2 car editör Do you have to increase the speed of torque????: Küsme:
    9. [ATTACH]17687[/ATTACH] Hello guys I'm playing TDU1 now already now for six years. I think it's great that there are so many people who take the time and create new models, programs, or ambient mods for TDU1 for us and to provide us for free. For this first a big thank you. [ATTACH]17688[/ATTACH] But onething did'nt change even during the whole time. The environment (I mean not the Plants/Trees Addons). When I installed the game again from brand green pepper (not from ATARI), I have seen that there are some tiny changes. Therefore I came now to the idea, whether perhaps the interest and knows of someone who is good with create of programs, it is possible to create a MAP EDITOR. Opportunities such as the example houses insert construction sites, etc. or to convert new maps such as the map of Ibiza from TDU2 or other games, and to be able to harness for TDU1. I would be very pleased if more gamers would join me and that is someone can take the trouble to do this. Thank you on behalf of the municipality of TDU1 on denjeningen Modder Beam81
    10. Hi guys and maybe girls, I can't seem to find a download link for the Performance Editor. I never play online, and i'm a huge fan of tuning, but since tuning possibilities in this game are pretty low, i want to edit performances to get the dream cars (tuned) from Youtube for example :P Can anyone upload it, to let's say Mediafire, or is there even a link? The original Threads link refers me to a weird site.
    11. Alright so I use the Hex editor, it works as it should but then when I try and use Modio to rehash and save my data file after I edit it it says this is not an xbox file. What program do I use after the hex editor to rehash the file so it will work in my playersave file?
    12. When i click on tdupe.exe icon it's show me that massage: ImageShack - Online Photo and Video Hosting How can i fix this? :)
    13. Hello Guys. Sorry for this stupid thread im new here. I downloaded the TDU Performance editor and i really don't konw how to use it. First of all when i open it it says that tdu data not found. Where i need to extract it? I really don't understand. So if somebody knows please help me... I want to change psihycs on some cars. Thank You. By the way i don't have any patch on the game or the megacar pack. It this could be the problem? Because i wanted to install whit the Magic Map the 1.86 patch and it screwed up my game. Same whit megacar pack, nothin' worked..... :(
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