Here is a rough preview. It's not even a months worth of progress. [Clickety Click]
I have a rough understanding of 3D concepts due to school and OG help from Nobby on teaching me basic concepts back in the day. I'm learning something new every time I work on the mod
I'm a beta tester as well. In addition to beta testing I'm making my first car mod. An Acura Integra Type R with a JDM front end conversion (what I drive in irl haha)
Would love to hear some news on it. I saw that it had moved to turbo duck but couldn't really find info.. Its alive? Any info would be interesting, Audrey thanks!
Yooo it’s been a phat minute. Hope y’all are doin good. Saw that test drive is makin a comeback which is so dope. Cant wait to see what they come up with
Are there any tutorials on this yet? seemed like only a select few have the knowledge.. I'm itching to try and mod a new car into the game.. would like to actually model a new car.. no need for windows dash etc etc.. just a shell on wheels would be a good start
I can try to explain it, but modding cars into the game isn't a big deal if the game is unpacked. But it's a good idea to have it here for new members who never did it.
All files are in the following folder (unpacked version)
C:\...\tdu2\Euro\bnk\vehicules\
here are 4 folders that are important
- high (carbody) - interiors ("inside-life" of the cars) - med (like A. J. said, make you see the same car (as yours modded one) on other player/s when drives it in game) - rims (selfexplaining, rims sorted by brands)
additionally in some cases: C:\...\TDU2\Euro\Bnk\sound\vehicles\gtr_high.bnk (carsound, but not every package has a separate mod for the carsound)
Example on a certain car (e. g. Nissan GT-R)
Files of the car:
- gtr.bnk (in the high-folder) - gtr_i.bnk (in the interior-folder) - gtr_med.bnk (in the med-folder) - gtr_low.bnk (in the med-folder) - gtr_f_01 (frontrims in the rim/nissan-folder) - gtr_r_01 (rearrims in the rim/nissan-folder)
The files in the modpackage have the same names, cause it's needed for working. Only the content of the bnk-files is different (in other words modded). And the modded files have to be copied into the needed folders, that means they replace the originial files. (My advice, always make an extra save-copy of the complete euro-folder with the original files.)
Important is, that only the car can be replaced, which files are in the modding-package. It is possible to switch (e. g.) a nissan gt-r with a bugatti. But the car looks like crap afterwards. !lol
I hope for the beginning it's a little understandable explanation. We can collect every necessary infos here and post them in the startingpost.
Edit 1: Please don't wonder... curiously i can't write a backslash-sign here (with copy-paste corrected )
Edit 2: added and corrected some infos after A.J.'s advices
Registered Member #68
Joined: Sat Sep 17 2011, 07:07PM
Fooky, welcome to the "dark side" Have fun modding
In addition to DB's tutorial there u put engine sounds of cars: TDU2 root folder\Euro\Bnk\sound\vehicles\gtr_high.bnk
PS: About the "med" folder, if u replace the file (e.g. gtr_med.bnk) then u will see the same car (as yours modded one) on other player/s when drives it in game, but if u leave those files untouched then u see the "original" car.
Registered Member #13
Joined: Mon Jun 27 2011, 09:31AM
I wanna get the hang of this modding world too! Would be awesome to be able to make own car mods. But I'd imagine it's not as easy as it sounds to be...
Thanks guys, clearer on the basics of it all. I have only swapped out cars before - vid on front page basically.
So this is all clear, I think it's this next stage where info was lacking. I managed to make some edits to a vehicle model in 3dmax and zmoddeler then attempted to pack the files up in a bnk. Game just crashed on load
If you can find anything of TDU1 modding just follow that as the process is almost identical apart from you no longer have to worry about filesizes ( no magic map file remember ) The actual modeling side of things shouldnt be that hard for anyone to work out if they have had some minor tinkering with 3d models before. surfacing and such works pretty similar in Zmodeler as it does in most other 3d packages. Rotation of doors and things is just handled by dummies (null objects). the hard part is mainly down to the naming and repackaging of the car parts. If those are wrong it wont be able to read the car parts properly.
And donnies License plate problem was probably down to him saving the texture as the wrong type of DDS file, as discussed before.
Never been really into creating car mods for tdu. As i mess about with 3d stuff a lot anyway ( as a sideline job ) so i don't really want to do it in my spare time as well Even that custom chopper i was working on to be the first tdu2 bike mod, i haven't touched in weeks. Been busy doing more CG work for Mercedes benz so things like that mod got put on the shelf for a while..