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Test Drive Unlimited 1: Map-Editing Walkthough (SHKR, HMAP)"DRAFT" might be some errors Welcome This guide aims to provide the basic "know-how" to get started with map modding for TDU 1. This guide is primarily aimed at SHKR(Havok road physics) and HMAP(Heightmap). Stuff such as Objects and textures will come later. This guide also comes with a .Blend file that has everything you need in the right format. The mod also includes a macro that allows the converting process to be possible AND can be done by anybody quickly. What do you need: SHKR Starter TDUWE(TDU World editor) TDUMT(TDU Modding tools) (If you downloaded platinum, it should be in TDU1\TDU Platinum Toolkit) Notepad++ Blender (3.0.1 or newer) Zmodder 2.2.4(For objects) Zmodder 2.2.6(For TDU2 objects) The files Included and what are they? The walkthough also comes with some files. located in the TDU tools download section. The mod is called SHKR Starter. This is basically a start-up .Blend file to get you started with TDU map modding. TDUWE only accepts a very specific set of names in an organised hirachary, in the Z=Y axis format. This is extremely hard to get right and the results will be pretty much the same. So to save the headache, I’m just including this. and of course, Blender is unable to export this properly. To counter this, what I Included is a Notepad++ macro I improvised months ago. This macro is easy to use and makes a task that normally takes hours into a one-click and you're done deal. Plus it can process hundreds of .daes in a matter of minutes. The .Blend file Contains import SHKR contents, modified to follow a path and arrayed. This .blend file also has an upscaled grid(452) to match the sector layout of the map for joining imported sectors together. TDUWE Can only export with squares. If you try to export rectangles or anything that’s considered long in shape, it will just think it’s a square, and the physics won’t work as expected. This is why the original TDU SHKR can't be reimported back to TDU using TDUWE. How to Open. Launch Blender and open it. You can also append the collection into your own projects. The Shortcuts.xml This is the file that contains the macro for Notepad+. Blender exports an .dae that just doesn’t work with TDUWE and this macro changes the script so that it’s compatible with TDUWE. This isn't a normal macro; it uses regular expression search-and-replace syntax. All you have to do is press a button and the script will sort everything out. I will go over in the walkthrough below. How to install the xml file. Type "%AppData%\Notepad++\" in your explorer browser. Replace/copy the Shortcut.xml there. Lets start! We are going to make the pathways of one of the golf courses behave like tarmac. This means we need to: Export all the sectors contents into a folder. Extract the heightmap and apply the texture to it so that we can see what we are doing. Create/move the path so it follows along the dirt trail. Finally export the CONVEXEs and convert it to run in TDUWE again. Update the sector.bnk so it can actually have road phyisics. Using TDUMT to export a sector Getting the Colourmap for the HMAP Using TDUs gridsystem May seem overkill for one sector, but for projects that has lots of sectors, this is essential. Editing RSHK I've include my own personal SHK Hiarechy in the outlinder. TDUWE has a lot of trouble exporting everything apart from a square and after many months of testing. This the best example. If you have a object something more complex has phyisc Time to export some Physics This used to be a really audious task that would take hours. Now it should only take a moment. You got the physics, but the sector dousn't. You need to replace the sector.bnk with one that has R.SHK. Now let’s replace that R.SHK! Select “sector-10-7-1-6-R.SHK” and replace it with the one you created. TDUWE always creates an “export” file in the same folder the.Dae file. So look in there. Now let’s see if this worked. Open up the game and go to the golf course. Okay! It’s a little bit bumpy, that’s because it’s based on the HMAP. So I’m going to show you how to edit the terrain. Editing the HMAP Exporting the HMAP You're happy with the changes now its time to get it into the game. You will need to rename the hierarchy names to have .000 after them. This is because my script will get confused if given names that don’t have a “.###” after them. The reason why its done this way is that its very likely you’ll use multiple versions of the same object for the same sector and this just makes modding a little bit easier. You should now have a new Heightmap. Launch TDU and go to the golf course to see your changes.
Test Drive Unlimited 1 Modding GuideYes, it's a plan. Lol Contents Replacing Files Adding New Slots (Old long method) TDUF: Adding New Slots (New fast method) Adjusting the mod TDUUT TDU Performance Editor [TDUPE] TDU Modding Tools [TDUMT] TDUF Replacing Files /!\ MAKE SURE TO BACKUP YOUR ORIGINAL FILES BEFORE MODDING /!\ Before we could install new car slots in the game, the original way to install a mod was to copy the modded file and replace the original Atari files in these folders down bellow. Car mod: C:\Programes Files (x86)\Atari\Test Drive Unlimited\Euro\Bnk\Vehicles Wheels: C:\Programes Files (x86)\Atari\Test Drive Unlimited\Euro\Bnk\Vehicles\Rim\(MANUFACTURER OF THE REPLACED RIM FOR EXEMPLE "MERCEDES") Traffic Car: C:\Programes Files (x86)\Atari\Test Drive Unlimited\Euro\Bnk\Vehicles\Traffic A Sound mod: C:\Programes Files (x86)\Atari\Test Drive Unlimited\Euro\Bnk\Sound\Vehicles A HUD gauge: C:\Programes Files (x86)\Atari\Test Drive Unlimited\Euro\Bnk\FrontEnd\HiRes\gauges & C:\Programes Files (x86)\Atari\Test Drive Unlimited\Euro\Bnk\FrontEnd\LowRes\gauges CommonWorld or CommonWorldDiv2: C:\Programes Files (x86)\Atari\Test Drive Unlimited\Euro\Bnk\Level\Hawaii A Weather Mod: C:\Programes Files (x86)\Atari\Test Drive Unlimited\Euro\Bnk\FX Adding New Slots (Old long method) INTRODUCTION AND BASICS KNOWLEDGE: Thanks to the early versions of TDUF made by Djey and civicmanvtec's research in 2015, we no longer have to replace an Atari car by a mod ! So we can keep our beloved Ferrari F430 or Shelby GT500 in the game ! TDU Platinium, TDUCP 2.00, HF Garage and many other community addon car packs are the result of this community effort to get more variety in TDU. Here is a even better and more complete tutorial than the one I've made 4 years ago for adding new cars in TDU. Believe me, it's easy when you get the process in mind and when you understand how it work. Don't be afraid. Time, logic and patience are you best friends. You gonna be able to use different sets of rims and choose many as you like ingame ! Just like the Mercedes CLK 55 AMG. And you can customize your new slots to your own taste like the wheel size, the names of the rims and many more options. About Online: Just to understand how TDU database works. First of, the Database is located in DB.bnk you can find in Atari\Test Drive Unlimited\Euro\Bnk\Database. Inside that BNK file, you have smaller db files for many stuffs. Open one of the smaller .db file (converted with TDUUT, tutorial further bellow) with a Notepad and you get tonnes of numbers. So one line in the TDU_CarPhysicsData.db file = one car. Same story for wheels: one line in TDU_Rims.db = one rim. A line in TDU_CarRims.db = One car and one rim connected together. And not just cars but you get it... TDU reads each values of the line and translate it into something like colors, what 3D car BNK to use, what gauges to use, how much HP, how grippy is the car, etc... Here's bellow how DB.bnk looks like inside when it's open by TDU Modding Tools: A\ Add a line into the database Okay let's take a simple mod I like with 2 different set of wheels, pre-made physics and a sound mod included: The Audi Sport Quattro made by Norby931 a long time ago. The car would normally replace the Alfa Romeo GT 3.2 V6 as indicated by Norby himself. This time we are not replacing the Alfa GT, we gonna copy it and transform it into a dedicated working Audi Sport Quattro. /!\ MAKE SURE TO BACKUP YOUR ORIGINAL FILES BEFORE MODDING /!\ The original way to add a car manually is to open TDU_CarPhysicsData.db located inside DB.bnk (Next steps are in the TDUUT guide bellow). Once you've got your TDU_CarPhysicsData.db.hex file and opened it, copy the line in the database from the Alfa GT, go to the bottom of all the code lines and paste your copied Alfa GT. To find the line of the Alfa GT in the database, look for the REF value you can find in TDUF, TDU Modding Tools and TDUPE. Once you've got the number Change the REF value and the Car ID to separate the original Alfa GT line to your newly added Audi Quattro. Alfa Romeo GT 3.2 V6 REF = 63518960 /!\ When changing the REF value, make sure to start from a completely different number from the original Atari line copied. Same for ID, start from value "2040" if your game is stock vanilla. It is extremely important to avoid conflict with the original Atari car. /!\ My REF is 6000000034. Start from 6000000001 (Or any number sequence with 10 digits) to be safe and next time you add a car start, name the REF 6000000012. Make sure 2 numbers are completely different from another existing value in the database. Use the search tool to double check if your new value is unique. And my ID number is 2233. +1 the ID number each time you add a car. (I've already added a few cars since ID 2040) Scroll back up. +1 the items value to make it readable in-game. The items tells the game how many lines (cars, rims...) are in the .db file. SAVE YOUR .db.hex FILE ! Then Go back to TDUUT's guide bellow to insert your edited .db file into the DB.Bnk file. DONE FOR THIS EDITING PART. B\ Add values with the DB Ressources app C\ Edit the copied lines with the newly added ressources D\ Add BNK files into the game with TDUF E\ Add the car into TDU Modding Tools and TDUPE F\ Adjusting the added vehicule Go down bellow to [Adjusting the mod] CONCLUSION AND RESULT TDUUT This part of the tutorial contains: MAINLY Convert .db crypted files into an editable file with a Notepad, + Extras: Moving .db files out and in DB.bnk and rename them. /!\ MAKE SURE TO BACKUP YOUR ORIGINAL FILES BEFORE MODDING /!\ INTRODUCTION | WHAT IT DOES ? Convert your db file into an editable hex file. Very useful if you want for exemple to add a new car or wheels (remember: one car or rim = one line) at the end of the database. You can even edit the wheel size. Don't open the TDUUT.exe file, it only works by drag and drop db and .db.hex files. A\ EXTRACT A db FILE FROM THE DB.bnk FILE ? Open TDU Modding Tools 1.16.3 > Close the Vehicule Manager window. > Open File Browser > Click on Database folder (1) > Select DB.Bnk (2). Select your desired file "TDU_CarPhysicsData.db" for example. To select multiple files, Press Ctrl and click on the files you want. (3). Click on "Extract" (4). Create a dedicated folder or select one you like to export your db file (5) and click "OK" (6). It should open a window with all your extracted db files. B\ HOW TO CONVERT A db FILE ? Open the folder where you TDU UT is located. Drag your db file into the TDUUT and let the magic happen. A new file appear as for example "TDU_CarPhysicsData.db.hex". Delete all the original db file. You are not gonna use them anymore unless you corrupt your TDU DB.Bnk and use it as a backup file. You should be able to open your new db.hex file with a notepad and edit it. I strongly recommend you open the file with Notepad + + (Download: https://notepad-plus-plus.org/) C\ HOW TO EDIT THE DATABASE ? [GO UP INTO THE ADDING NEW SLOTS (Old long method) TO FOLLOW THE STEPS OF EDITING THE DATABASE] D\ HOW TO CONVERT AN EDITED db.hex FILE INTO db ? Same as above, just drag and drop your edited db.hex file into TDUUT. You should get a db file named for example TDU_CarPhysicsData.db.hex . To difference all the files, look on the right side the type file where you have "HEX File" (=db.hex) and "Data Base File" (=db file) E\ HOW TO PUT MY NEW EDITED db FILE INTO TDU MODDING TOOLS ? First of, rename your file and delete "db.hex" at the end of the file. No worry, it will not corrupt the file. It's just a few letters and numbers that needs to be deleted to match the original file name you are gonna replace. Drag and drop your new edited db file into the box db files. Or in TDU Modding Tools click on Replace > Keep name then navigate toward your new db file, select it then click on "open". Done TDUF: Adding New Slots (New fast method) INTRODUCTION lalalala /!\ MAKE SURE TO BACKUP YOUR ORIGINAL FILES BEFORE MODDING /!\ A\ Add a new slot lalalala B\ Add new wheels Add wheels is certainly easier and faster than adding a car. 1\ Add wheels on a brand new slot 2\ Add wheels on an existing slot Let's practice on a nice set of Saleen S7 wheels made by -=[(ELVIS)]=- . The Saleen S7 Twin Turbo already exist in the game. It's got one set of very simple silver rims in the stock TDU game. Let's add 2 new sets of some nice silver chrome and black wheels ! Open TDUF, Load Database. Click on Settings (2), Profile "Vehicule Slots" (3). [Also known as TDU_CarPhysicsData.db in the DB.Bnk file] Select a desired vehicle you want to add wheels. (4). Select "Wheels" (5). In the list, select one of the wheels that is recommended to replace by the modder (6). In this case, It's the S7T_F_01.bnk. So the REF of the wheel is 1209545995. To find the name of the BNK file and the link to it's REF, click on the arrow (7). Now You get on a different side of the database. [This is TDU_Rims.db in the DB.Bnk file] click on the little "C" (1). This will actually copy the original line and create a new one with it's specific own REF ! Now you need to make your copy unique and make it readable by TDU. You will have to edit the following values by clicking the arrow: Manufacturer (2). It's M if the wheel added is the same manufacturer from the original wheel. O if the wheel added is for a differenet manufacturer. In this case for the S7, I leave it untouch. Name (3) (M) Displayed name (4) (M). That's the name showed in the showroom before you buy the car. Price (5) (M) Spoke (6) (M) Directory (7) (M but can be O). Important this one. Modify it only if you have BBS wheels for exemple and you want to create a BBS foler in Bnk\Vehicules\Rim\. Modify this value tell the game where to search for the wheel Bnk files. So for our S7 wheels, let's leave it on Saleen. M = Mandatory O = Obligatory (8) is gonna be the same process for the front and the rear. Do the Front wheels then the Rear wheels. To finish... C\ Connect your added wheels to the car lalalala D\ Adjusting the added vehicule Go down bellow to [Adjusting the mod] CONCLUSION AND RESULT lalalala Adjusting the mod A\ Edit the Rim Size 1\ Editing Manually lalalala 2\ With TDUF: lalalala B\ Edit the Car height lalalala C\ Ajust the Camera lalalala D\ Set the IK lalalala E\ Add Colors lalalala F\ Add the vehicle into a Dealership lalalala TDU Performance Editor [TDUPE] INTRODUCTION lalalala TDU Modding Tools [TDUMT] INTRODUCTION lalalala TDUF INTRODUCTION Download: Djey's tutorial and thread where you can ask all your questions: lalalala
I would like to get into TDU2 Modding
Sullym8 posted a topic in TDU2 - SupportHi there! I really got into TDU2 this summer and was wondering if any guides for modding the game exist? I am mainly looking into modding my own cars into the game. While most of the cars I would ever want have already been ported over, I wanted to learn about the process so that I could try it on my own. I tried to do some of my own research on modding the game but there doesn't seem to be much information regarding the same. I am not that new to game modding and I have created quite a few mods for Burnout Paradise (BP) and Need for Speed MW as well. As far as I know, TDU2 requires ZModeler in the modding process as well just like BP and MW. Still, I feel that TDU2 modding might be completely different, so I'm willing to start from scratch again!. I hope some of you experienced modders can guide me in the right direction, and I look forward to creating mods for this community! ~Sullym8
Is there a guide to installing mods?
chum posted a topic in Driving & Racing Gamesfound the mods here on the forum (one I am interested in is the one that changes the environment)! How do I use it?
released Badman: Custom Radio Guide
Badman posted a topic in Car Customization ModsCouple things your going to need if you don't have them already 1. Magic Audio Converter 2. Djey's TDU Modding Tools II 3. Track List Tutorial Preview
How well do you know Hitch-hikers guide to the Galaxy?
Ryzza5 posted a topic in General DiscussionPlay an online adventure game of it here: BBC - Radio 4 - The Hitchhiker's Guide to the Galaxy - The Adventure Game You need to type commands/actions similar to a 80's (or early 90's) video game. Share your scores and methods of dying below :p
wip Badman's Custom Radio Guide
Badman posted a topic in TDU2 - SupportFor those that are interested i'll make a little video guide to putting your own music in tdu 2. No point in going through the trouble if no one is has any interest. Hope for some responses by saturday then i'll make the video saturday evening ;)
The guide of installing mods
Tool831 posted a topic in TDU - SupportTools: Winrar Magicmap Djey's Tools Note: Before any modification make sure you have back ups so you can restore your game to original if you do not want mods! ------------------------------------------------ Installing a car *Without camera swaps*: Step 1: Download a mod (That requires no camera swap) 'Example: Peugeot 206' Step 2: Extract the 2 files (Alfa_brera.bnk & Alfa_brera_I.bnk) Step 3: Put them in: 'C:\Program Files\Atari\Test Drive Unlimited\Euro\BNK\Vehicules\' You might have something different if you have installed it somewhere else. Step 4: Take out the rims 'Alfa_Brera_3_F_01.bnk' and put them into 'C:\Program Files\Atari\Test Drive Unlimited\Euro\BNK\Vehicules\Rims\Alfa' Step 5: Play Test Drive Unlimited.. --------------------------------------------------- Installing a car *With camera swaps*: Step 1: Download a mod (That requires no camera swap) 'Example: Audi R8 V10' Check on first post when you download what camera you need to swap on it! Step 2: Extract the 2 files (KZ1.bnk & KZ1_I.bnk) Step 3: Put them in: 'C:\Program Files\Atari\Test Drive Unlimited\Euro\BNK\Vehicules\' You might have something different if you have installed it somewhere else. Step 4: Take out the rims 'KZ1_F_01.bnk' and put them into 'C:\Program Files\Atari\Test Drive Unlimited\Euro\BNK\Vehicules\Rims\Ascari' Step 5: Run Djey's modding tools Step 6: Click on 'Cameras & IK' Step 7: Find Ascari KZ1 in the list Step 8: Click on it then down the bottom click on the drop down list and find the car you need to swap the camera around. Step 9. Click 'Apply' and then select 'Camera' and the click 'Save' -------------------------------------------------------- Installing a car *With IK swap*: Step 1: Download a mod (That requires no camera swap) 'Example: Porsche Carrera GT' Check on first post when you download what camera you need to swap on it! Step 2: Extract the 2 files (Vanquish_Cpe.bnk & Vanquish_Cpe_I.bnk) Step 3: Put them in: 'C:\Program Files\Atari\Test Drive Unlimited\Euro\BNK\Vehicules' You might have something different if you have installed it somewhere else. Step 4: Take out the rims 'Vanquish_Cpe_F_01.bnk' and put them into 'C:\Program Files\Atari\Test Drive Unlimited\Euro\BNK\Vehicules\Rims\Aston' Step 5: Run Djey's modding tools Step 6: Click on 'Cameras & IK' Step 7: Find Aston Martin Vanquish in the list Step 8: Click on it then down the bottom click on the drop down list and find the car you need to swap the IK around. Step 9. Click 'Apply' and then select 'IK' and the click 'Save' ---------------------------------------------------------------- Questions & Answers: Q: Why isn't the mod I installed showing in TDU? A: You most likely didn't install magic map and as a result TDU cannot read the file due to high file size. Q: Why's my camera to low? A: You didn't read my guide on camera swapping, or you have swapped the incorrect camera so check back on what you have swapped. Q: When I do an IK swap why does the drivers hands move but the seat belt fix itself? A: If you swap a IK to fix things like driver hands and seat belt sometimes things can change so you would have to play around with IK's till you find one that suits you and does not contain these issues.
[How-to] Installing car modification
Latetzki posted a topic in Gaming DiscussionI decided to make this tutorial since installing a car is very simple thing once you do it by yourself. People have asked many times from me how to do it. Remember, modding your game might affect to multiplayer functionality. 1. Download SparkIV » This works with v188.8.131.52 2. Use WinRAR software to extract package » Homepage 3. Extract SparkIV directory anywhere you want 4. Open SparkIV 5. Press Browse 6. Scroll down the list and then choose Models » cdimages » Vehicles.img 7. Choose the car you want Sites: » www.gta4mods.com » www.gtainside.com » www.gta-expert.com » www.gta-modding.it » gta-worldmods.t-n-network.de 8. Download it and extract package same way like you did with SparkIV package 9. This might be the best moment to make backup files from the car that you are about to replace. You can do it in SparkIV, simply choose both files (.wtd and .wft), then we’ll choose “Export” function. After that save files to anywhere you want. 10. After backup files, let’s replace them with new ones. Choose “Import” and open both new files. 11. After that press “Save” 12. Close SparkIV. After that you can replace new handling, vehicle and carcols (Car colors) “values” that possibly came with the new car, there always isn't a custom values made for the new car. This isn’t required to do but might give you better experince in the game. 13. Replacing those values is simple and it happens by using notepad. You can find those text files from the game folder » \common\data. However, before opening them, choose all those three text files I mentioned earlier (step 13) and open their properties by right mouse button, then remove read-only check and apply changes. This needs to be done only once. 14. After that you can keep editing those text files. For example, let's edit handling value which is ofcourse located at handling.dat file. 15. Open it and search for the car name that you have replaced with some new car 16. Copy and paste new line from the car readme file. After that save it. Repeat this method with vehicle.ide and carcols.dat DO NOT REMOVE ANY SPACE BETWEEN NUMBERS OR CHARACTERS! DON'T MAKE ANY NEW SPACES EITHER. -- OLD IMAGE REMOVED (imageshack) -- Other useful things: ASI Loader, loads .asi scripts - http://alexander.sannybuilder.com/Files/IVAsiLoader.rar Filecheckfix, this sort of makes game think that you have original files - http://alexander.sannybuilder.com/Files/IV.FileCheckFix.rar ^ Place dsound.dll and filecheckfix.asi to game directory. Hopefully that was helpful guide and you understood my english :lol: Ask if you need any help.
"TDU Modding Tolls" installation?
Nox4o(NOR) posted a topic in Tools / Others ModHi guys:).. I love this site alot and download alot of modded cars here and its awesome.. And now I got interested in performance iditing in TDU. I have downloaded TDU Modding Tools and TDUeditor, but have no idea where to isntall them or how to use them.. I tried this link http://syfworld.free.fr/tdu/files/Guide-1.11/ , but I got nothing out of it (I'm a n00b when it comes to things like that) So does anyone of you know about a link about how to install it or a video? Thank you for taking your time..