Modding discussion for Driver.

What is it?

Finish new model importer
4
31%
Wheel models importing fix
1
8%
Export and import models as .obj
No votes
0%
Individual textures editing
No votes
0%
Damage models fixing
3
23%
High poly patch
5
38%
Integrate model export/import in DTE
No votes
0%
Another (type in a post what)
No votes
0%
User avatar
By Fireboyd78
#40078
Did Jeff ask for this? And to get everyone up to date here, I have worked closely with Jeff ever since the new importer development began. He hasn't had time due to life and school (like the rest of us) and hasn't gotten much progress done. The vertex fix has the fixes necessary for proper wheel and damage model imports, it's just that no actual importer exists in order to do this. SOAP was in charge of developing it, but he disappeared as we all know.

Finish new model importer
This is being worked on. Time is constrained.

Wheel models importing fix
The vertex fix has fixed this issue, we just need an importer...

Export and import models as .obj
The new importer already integrates this feature...it's not done.

Individual textures editing
What's the point? There is no individual texture, they are defined by X, Y coordinates in the LEV file (hence why when you import new textures in DTE, the "Individual Textures" look weird.

Damage models fixing
Vertex fix has fixed this...no importer exists (yet)

High poly patch
This is what the vertex fix does... :shock:

Integrate model export/import in DTE
No. This is not the purpose of the DTE!

Another (type in a post what)
What else is there to do? Level editing? We need to take this one step at a time.

And Jeff hasn't been on lately, so why send him a list he won't receive? (unless he asked for it!)

My two cents.

-Dr. Doom
#40079
It was just idea, later I`ll send him this list. Sorry for some of the stupid questions here, though, I had to edit the poll later :?

For me, Individual Textures editing IS needed. If you didn`t know why they appear strange I`ll tell you something:
Image
What this placing EXACTLY on Nova`s texture placement caused - damage working. Believe or not, it did that. And if we have individual texture editing, we can do magic. Imagine better resolution textures for Beta Buick GSX on the Skylark texture block.
Last edited by RacingFreak on Mon Mar 14, 2011 5:38 pm, edited 1 time in total.
User avatar
By Fireboyd78
#40081
I will explain damage to you. The damage model has to use the EXACT UV map coordinates as the clean model does, or else it won't work properly. HOWEVER, because we don't have a way of copying those UV coordinates over to the next set of damage textures (as seen in damage blocks) this is not possible as of yet. The new importer and possibly new version of DTE (no progress done at all) will most likely resolve this issue. Me and Jeff are fully aware of these issues, most of them brought up by me. I noticed everyone is getting impatient, though. I was afraid of that.
#40085
I don`t really know why, but take a look on my Holden Monaro. It uses clean and damage model. Both models are slightly different, cause the clean one uses improved UV map, while the damaged is using older set UV map.

But, the damage is working properly as hell. Probably the only reason making it so nice is the correct in layer UV mapping and in-layer placed textures. If you dunno know about what I`m talking, I`ll do:
Image
In my next tutorial.
#40133
Like I said, the problem is how you placed your texture parts. Take a look on my Holden Monaro, and you will see why it`s working well ;)

My theory of that is - when the car gets damage, it uses both damage and clean model in the scene of damage. But if your clean textures are outbounds of the individual textures option of DTE2, BAM! It`s getting screwed.
User avatar
By benflex
Registration Days Posts Posts Posts Avatar
#40136
RacingFreak I looked at your car : it seems that you sticked to the original texture placement...

But with my cars, i make my own UV setup: It won't fit in "parts":
Image

otherwise I think the damage textures organise this way right?
Image
#40137
Well, it`s very hard to explain. That sticking on original texture placement made both my car working properly and the damage working, too. Unfortunately we cannot change the order of textures (that can be done only with using individual texture editor, but here it will cause more problems than now, so..), that we need to make it Reflection`s way. And the Buick Skylark, in fact is the hardest to modify right that way, because of the mediocre size of textures you will need.

Like I said, I`ll try to explain as well as I can this, in my next tutorial.
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