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Found 3 results

  1. Version 1.0.0

    443 downloads

    Summary: Adds one of the new roads from TDU2 to TDU1. Installation: Extract the two .rars into your TDU Install directory. Let it overwrite the Bnk files. Entry points: Known Issues: Tree flickering A few trees can flicker on and off. None actually on the road, but it may be distracting. I'm currently looking into it. Weak car shadows The car shadows are noticeably light/weak on these roads. Floating trees I didn’t have the Heightmap model from tdu2 so the terrain is a mix of TDU1 Hmap, TDU2 roads, and guesswork.
    Free
  2. View File New Roads Project (Wip) Mountain Pass Summary: Adds one of the new roads from TDU2 to TDU1. Installation: Extract the two .rars into your TDU Install directory. Let it overwrite the Bnk files. Entry points: Known Issues: Tree flickering A few trees can flicker on and off. None actually on the road, but it may be distracting. I'm currently looking into it. Weak car shadows The car shadows are noticeably light/weak on these roads. Floating trees I didn’t have the Heightmap model from tdu2 so the terrain is a mix of TDU1 Hmap, TDU2 roads, and guesswork. Submitter BEight Submitted 12/04/2022 Category Environment  
  3. "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. That's it for this tutorial. Next update I'll maybe show you how to get objects into the map and recolour the Hmap. For now however I'll try my best and get any questions answered. have fun!
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