Pacific Drive

Pacific Drive

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Connelli Dec 7, 2024 @ 8:34pm
Car replacement MOD -- retrofitting complete after update
Took a moment to convert all game files to Unreal 4.27.2, but finally done.
There's a number of corrections yet to do, but at least I'm back on track.

https://youtu.be/hjsmCCsCDIM
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Showing 1-5 of 5 comments
maeharaprojekt Dec 8, 2024 @ 7:48pm 
You are fire; I greatly like the progress that you've achieved with your mod!
Permyack Dec 12, 2024 @ 3:22am 
Originally posted by Connelli:
Took a moment to convert all game files to Unreal 4.27.2, but finally done.
There's a number of corrections yet to do, but at least I'm back on track.

https://youtu.be/hjsmCCsCDIM

Even considering you used assets from a third party game to create this modification, it looks pretty cool.
I'm not sure I can call it "natural" that it looks like it's part of the game, since I'm already familiar with the game and know it's a modification.
But I love how much colossal work you had to do to get this.
Maybe in the future someone will follow your example and create something just as amazing or even more?
Connelli Dec 12, 2024 @ 3:25pm 
You have no idea :D
I've only got half the panel/door types converted and this mod modifies 482 game files already.
(Models, Blueprints, Materials, Textures, etc)

Even my "car friend" has had a make over if you look closely
https://youtu.be/cK_C8XvOCs8

I did create my own materials/textures, and those may clash a bit with the game's art style, but I personally found it weird that all spec values are clamped (everything looks matte, even chrome). It's an art choice, sure, but I wanted my car to shine when fully repaired.

Reflections: default base paint is just too matte
https://steamcommunity.com/sharedfiles/filedetails/?id=3383316635
Chrome: again specular and metallic values too low
https://steamcommunity.com/sharedfiles/filedetails/?id=3282227453
Last edited by Connelli; Dec 12, 2024 @ 4:11pm
Permyack Dec 12, 2024 @ 7:59pm 
Originally posted by Connelli:
You have no idea :D
I've only got half the panel/door types converted and this mod modifies 482 game files already.
(Models, Blueprints, Materials, Textures, etc)

Even my "car friend" has had a make over if you look closely
https://youtu.be/cK_C8XvOCs8

I did create my own materials/textures, and those may clash a bit with the game's art style, but I personally found it weird that all spec values are clamped (everything looks matte, even chrome). It's an art choice, sure, but I wanted my car to shine when fully repaired.

Reflections: default base paint is just too matte
https://steamcommunity.com/sharedfiles/filedetails/?id=3383316635
Chrome: again specular and metallic values too low
https://steamcommunity.com/sharedfiles/filedetails/?id=3282227453

Well, let me tell you that you have piqued the interest of the community and they are looking forward to seeing your work.
By the way, here's a question - What about performance? How has it changed?
Modifying the standard Wagon and installing an Arc Device can make the gameplay more difficult and this is more noticeable on weaker configurations.
What I wonder is if this has changed with these models?
Seems the flashing beacons are a bit too angular and lack a bit of smoothness. Are they replacing the searchlights or are they something new?
What do you think about the future of the modification? After all, Ironwood may continue to release new cosmetics and maybe they will decide to add new parts or change something in the game after all, which could have a big impact on your project.
Connelli Dec 12, 2024 @ 9:04pm 
Originally posted by Permyack:
Well, let me tell you that you have piqued the interest of the community and they are looking forward to seeing your work.
By the way, here's a question - What about performance? How has it changed?
Modifying the standard Wagon and installing an Arc Device can make the gameplay more difficult and this is more noticeable on weaker configurations.
What I wonder is if this has changed with these models?
Seems the flashing beacons are a bit too angular and lack a bit of smoothness. Are they replacing the searchlights or are they something new?
What do you think about the future of the modification? After all, Ironwood may continue to release new cosmetics and maybe they will decide to add new parts or change something in the game after all, which could have a big impact on your project.

The original game models are pretty optimal in terms of geometry.
(the flashing beacons are re-using geometry from another gadget, can't recall which one, but that gives you an idea how well optimised their models are)

If the game runs poorly on older hardware, it's likely due to other features that this mod doesn't alter
The mod's new models are generally much heavier in polygons, in fact (I don't even have LODs yet), and that doesn't impact performance much (may not be true for someone with a weaker system though)

Mods like these [always] break when updates come out. Heck I've re-constructed this mod twice due to updates; last one was pretty bad as they also switched to Unreal 4.27.2, then you also have to deal with incompatible versioning.
It's the nature of the beast. The devs will eventually edit a file that I have also modified and you end up with a conflict.
Worst offenders are blueprint files that contain large amounts of control variables, notably BP_PlayerCarNew, which is edited on my end through the cooked file, not having access to the original uncooked BluePrint.

A number of car parts, for instance, have their positions relative to the body defined in this file (some parts are anchored via Unreal sockets, others not). So whenever that file is edited, I have to retro-fit the new version again. Find all the entries I had modified and modify them again.

New cosmetics are generally fine, as long as they don't modify existing game assets.


From a general standpoint though, this game makes editing the car especially difficult, because everything in the game is tailored around it. You modify the body, you also have to modify each of the parts and all their tech variants.

https://steamcommunity.com/sharedfiles/filedetails/?id=3383414106

And you have to run through the game again from the beginning to make sure the mod holds water when played naturally.


Last edited by Connelli; Dec 12, 2024 @ 9:26pm
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Date Posted: Dec 7, 2024 @ 8:34pm
Posts: 5