• TDMCars SVN
    2,053 replies, posted
[QUOTE=Mr.adagata;41701113]am i the only one who cant get to page 28[/QUOTE] That just made my day.
Hey, I can't seem to get my skin showing because of the default skins which are the solid colours, think they're skins 1 to 10 or something, they're like black, grey, brown/beige, red, etc. I'm making police skins for a server but these skins are for some reason being used on top of my own skins. Is there a way to remove them? There's like loads of skin files and I can't just delete them all because it'll just mess up the default white skin as well, including the Ford GT stripe, Ford Transit race van skins.
[QUOTE=TheCrazyGoD;41712504]Hey, I can't seem to get my skin showing because of the default skins which are the solid colours, think they're skins 1 to 10 or something, they're like black, grey, brown/beige, red, etc. I'm making police skins for a server but these skins are for some reason being used on top of my own skins. Is there a way to remove them? There's like loads of skin files and I can't just delete them all because it'll just mess up the default white skin as well, including the Ford GT stripe, Ford Transit race van skins.[/QUOTE] Models load textures from their own folder and then from the shared textures folder after. (Any missing textures will be loaded from the shared folder) Let's say you wanted to make a skin for the BMW M5. The skin*.vmt (where * can be any number between 0 and 15) must be placed in the materials\models\tdmcars\bmwm5e60 folder. Placing it there will make sure that it will overwrite the solid colors without messing up other cars . The vmt could be something like: [code]"VertexlitGeneric" { "$basetexture" "models/tdmcars/bmwm5e60/skin1" "$bumpmap" "models/tdmcars/shared/skin_nm" "$phong" 1 $phongtint "[0.2 0.6 0.7]" "$phongexponent" 3 "$phongboost" 1.3 "$phongfresnelranges" "[0.4 0.5 0.1]" "$envmap" "env_cubemap" "$envmaptint" "[0.2 0.3 0.3]" "$normalmapalphaenvmapmask" 1 $detail "models/tdmcars/shared/noise" $detailscale "250" $detailblendfactor "0.03" $detailblendmode "0" }[/code]
[QUOTE=TheDanishMaster;41721688]Models load textures from their own folder and then from the shared textures folder after. Let's say you wanted to make a skin for the BMW M5. The skin*.vmt (where * can be any number between 0 and 15) must be placed in the materials\models\tdmcars\bmwm5e60 folder. The vmt could be something like: [code]"VertexlitGeneric" { "$basetexture" "models/tdmcars/bmwm5e60/skin" "$bumpmap" "models/tdmcars/shared/skin_nm" "$phong" 1 $phongtint "[0.2 0.6 0.7]" "$phongexponent" 3 "$phongboost" 1.3 "$phongfresnelranges" "[0.4 0.5 0.1]" "$envmap" "env_cubemap" "$envmaptint" "[0.2 0.3 0.3]" "$normalmapalphaenvmapmask" 1 $detail "models/tdmcars/shared/noise" $detailscale "250" $detailblendfactor "0.03" $detailblendmode "0" }[/code][/QUOTE] Thanks TDM, I made an addon pack privately for myself containing the skins inside, but for I'll use that script for future skins for myself :)
Hey, I'm wanting to make skins for TDMcars and I've easily found the templates for them, but I'm wondering how do I actually use the skin once I've made it? I've never really made one so I'm clueless of what to do and I can't find a tutorial anywhere
. [editline]6th August 2013[/editline] Will you be making a normal W427? Ps sorry about the previous bung post
Your carmodels are simply beautiful, but the driving is just so terrible I can't use this. You can't even break and steer because you will still go in a straight line forward. You should port these models to SCars 2.0, so you can tune them too and change colors, wheels etc. That way you have the greatest most beautiful car models that you can actually drive well in.
[QUOTE=Rammelslakje;41730859]Your carmodels are simply beautiful, but the driving is just so terrible I can't use this. You can't even break and steer because you will still go in a straight line forward. You should port these models to SCars 2.0, so you can tune them too and change colors, wheels etc. That way you have the greatest most beautiful car models that you can actually drive well in.[/QUOTE] Screw that, for now. There's already TDMSCars on the workshop, but yeah I have to agree some cars seem to skid out of control once you fully turn at fast speeds. Would be better if the control of the handling would not let the car skid out of control as much.
[QUOTE=TheCrazyGoD;41731486]Screw that, for now. There's already TDMSCars on the workshop, but yeah I have to agree some cars seem to skid out of control once you fully turn at fast speeds. Would be better if the control of the handling would not let the car skid out of control as much.[/QUOTE] I saw that in the workshop, but it's only 3 cars and textures are missing I'm talking about the complete collection, a megapack with all of them included. Would be much easier than having 50 different addons with all kinds of cars from TDMcars, SCars, Sigwulfs Cars etc
[QUOTE=Rammelslakje;41743514]I saw that in the workshop, but it's only 3 cars and textures are missing I'm talking about the complete collection, a megapack with all of them included. Would be much easier than having 50 different addons with all kinds of cars from TDMcars, SCars, Sigwulfs Cars etc[/QUOTE] Look again there are multiple packs and it says something about the textures in the discription of EACH of the downloads
It dosent work, you can walk through the cars :l
Good Job Mate !! Your Cars Are Epic !! Plus That The Handling Is Good Now :D.I Love Drifting With My Friends ! Thanks For Making Them And I Hope You Continue Updating The Cars And Add More :P.
Hey, some of the cars i downloaded are buggy. Can anyone help me to fix this? heres a screenshot of the BMW M5 and the Impaler: #EDIT# Fixed this.... i should really read the Q&A Thread before asking... [IMG]http://img689.imageshack.us/img689/1607/td28.jpg[/IMG]
New map on server? I wanted to play on TDM server but I dont have this map - rp_evocity_b4v1 - I didint found it anywhere, I want to know do you know where can I get one.
[QUOTE=InfernusGmod;41749267]New map on server? I wanted to play on TDM server but I dont have this map - rp_evocity_b4v1 - I didint found it anywhere, I want to know do you know where can I get one.[/QUOTE] The new Evocity map can be downloaded in this thread: [url]http://facepunch.com/showthread.php?t=1296119[/url]
[QUOTE=Yaazu;41747482]Hey, some of the cars i downloaded are buggy. Can anyone help me to fix this?[/QUOTE] I had the same problem before... Go to Options, Video and then click on Advanced. There will be a load of options you can select, just click on the Model Detail part and change it to High. I have no idea why they only work with High now though, that happened since the Golf MKIII and the Revention Roadster first came out :/
[QUOTE=Nimhster;41750474]The new Evocity map can be downloaded in this thread: [url]http://facepunch.com/showthread.php?t=1296119[/url][/QUOTE] Many Thanks.
When I spawn a car from TDM, The windows flash alot and it isn't ignorable. Please help! ( I can't get a picture/nor video because when I start to record, it stops happening ;/
[QUOTE=Spencerio;41756979]When I spawn a car from TDM, The windows flash alot and it isn't ignorable. Please help! ( I can't get a picture/nor video because when I start to record, it stops happening ;/[/QUOTE] If you send me your graphics settings and what DirectX level you're using, then I can attempt to recreate the flickering on my own computer and try to fix it
Glad to see functional skins so they can now be used in SFM. [B]Edit:[/B] No yellow skins, though.
[QUOTE=Computersar3koo;41709097]That just made my day.[/QUOTE] ya i dont know why but there was a pg 28 tab
Is there a add entities script because the one I used didn't work.
Hey all, Did a reasonable search in google and here but can't find an answer. I'm using a NPC with TDMCars and noticed users can still spawn via Q menu (also by right clicking and choosing "Spawn with toolgun" how can I stop this? Can I use these in the lua folder lua files? SWEP.Spawnable = false SWEP.AdminSpawnable = true
Ok worked it out, but dunno if it's due to me having a Car Dealer NPC, but in my file config.lua in the NPC addon I put: ENT.Spawnable = false ENT.AdminSpawnable = false Then to stop players from spawning via creator tool (right click car and spawn with toolgun) I put this in server.cfg settings: toolmode_allow_creator 0
;3 more car's not enough car's
[QUOTE=Yaazu;41747482]Hey, some of the cars i downloaded are buggy. Can anyone help me to fix this? heres a screenshot of the BMW M5 and the Impaler: #EDIT# Fixed this.... i should really read the Q&A Thread before asking... [IMG]http://img689.imageshack.us/img689/1607/td28.jpg[/IMG][/QUOTE] Set model quality to high and it should fix that up.
Just want to see if anyone has had issues with spawning the car from a car dealer, where only admins are able to change the skin and bodygroup on the cars, non-admins cant, this is with darkrp. I will keep trying to isolate why but if anyone has come across this before and can shed light on it that would be awesome.
[QUOTE=ikoN420;41817226]Just want to see if anyone has had issues with spawning the car from a car dealer, where only admins are able to change the skin and bodygroup on the cars, non-admins cant, this is with darkrp. I will keep trying to isolate why but if anyone has come across this before and can shed light on it that would be awesome.[/QUOTE] This isn't a TDMCars setting, look in the gamemode_functions.lua or something like that in DarkRP. In there, there is a true/false statement that decides whether or not to disallow the use of it. I'm not 100% sure, just recalling this from the back of my memory from when I had to do something with it.... Off Topic: While I was typing this an ant crawled across my glasses and scared the s*** out of me! (It's dead now.)
has any one noticed how tdm missed out doing the Aston martin pack in the updates and went striate to Audi
[QUOTE=a5man;41824218]has any one noticed how tdm missed out doing the Aston martin pack in the updates and went striate to Audi[/QUOTE] Aston Martins all look the same anyhow, so we're not missing much.
Sorry, you need to Log In to post a reply to this thread.