Test Drive Unlimited2 .3DG filter (10.Novermber.2011)

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Test Drive Unlimited2 .3DG filter (10.Novermber.2011)

Postby Oleg » Wed Feb 16, 2011 4:59 am

TDU2 .3dg filter Release Notes:

The filter is available in ZModeler 2.2.6.
Make sure to use it with ZModeler 2.2.6, since filter uses the same file extension as TDU1 filter. If you used ZMAutoUpdate tool, make sure TestDriveUnlimited_bnk.zmf file is no longer available in ZModeler\Filters folder. There should be TestDriveUnlimited1.zmf and TestDriveUnlimited2.zmf files from now on.

The filter requires .3DG/.3DD/.2DM files extracted from .BNK files which are, in a run, must be extracted from .BIG files.

You can find scripts for QuickBMS tool at xentax.com forums. I don't have permission to post them here directly, so here are some links:

BMS script (copy and paste; save as tdu2.bms file)
http://forum.xentax.com/viewtopic.php?f ... 1&start=60

QuickBMS tool:
http://aluigi.altervista.org/papers.htm#quickbms

The filter requires .3DG, .3DD, .2DM files extracted; .2DB Textures should be in "maps" folder or in any accessable folder for ZModeler. The filter allows to "examine availability" of textures in ZModeler-accessable folders, so textures could be loaded properly.

To unpack and repack BNK files, use Mini BNK Manager Beta 3 (or higher).

There are limitations and guides on materials export, you will find them in this guide thread:
viewtopic.php?f=15&t=5375

An XML file with object names resolvation is attached. Download and put it into ZModeler2\Install folder. Warnings like "Can not resolve string *****" are not significant and you still can export such a scene.

NOTE: Repacking BNK files.
It is preferable to use the latest BNK Modding Tool to repack files. If you use Mini BNK Manager, make sure to Load original BNK file into manager (a pair of buttons in top-right corner) and then you can repack the same BNK file (do not overwrite an original, since you will need it each time you repack your modded BNK file). Make sure to load proper file before each repack: For example, you need to load "s3.bnk" before repacking Audi S3 exterior model from Example Pack, then you need to load "s3_i.bnk" to repack Interior model of Audi S3.

Wheels position solution
Read this post related to wheels position:
viewtopic.php?f=15&t=5072&p=30502#p30502
Attachments
tdu_names.zip
Object names resolvations for TDU1, TDU2
(1.32 KiB) Downloaded 514 times
Last edited by Oleg on Mon Mar 07, 2011 1:01 am, edited 1 time in total.
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Postby smokey8808 » Wed Feb 16, 2011 8:22 am

works great so far. thanks a lot oleg :)
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Postby Kotton » Wed Feb 16, 2011 10:10 am

+1

but could we get an explanation of what maps utilize the 2nd and 3rd channels? because the material editor and associated maps don't load the channel (only channel 1)
it seems as if channel 1 is for the dirt, and channel 2 is the main mapping- but for example, the doors have a 3rd channel, and only one of those channels seem to have mapping (1)
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Postby Oleg » Wed Feb 16, 2011 11:14 am

no ideas yet. as far as I see, primary texture is always on uv#1. dirt and scratches is on uv#2.
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Postby Kotton » Wed Feb 16, 2011 1:32 pm

well, lookn at the Super Sport, the main carbon mapping has to go on the 2nd channel, otherwise, it would be all stretched to sh*t

seems to be the same with the rest of the vehicles as well (channel 1 mapping is the dirt/scratches/ect - channel 2 is the main)

Image- channel1 Image- channel2

but it's all good, I've already manually remapped it.. and I'll copy the 2nd channel as channel1 on that specific mesh/material

so regardless, excellent work on this Oleg, can't wait to see if there will be a potential export
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Extracting BIG files

Postby Guest » Mon Mar 07, 2011 12:44 am

Hi there,

I didn't get the point, how to extract BIG files.
I've tried with the progs "FinalBIG" and "Big-Editor", but didn't work at all with me, or am I doing something wrong?
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Re: Extracting BIG files

Postby Guest » Mon Mar 07, 2011 1:44 am

Anonymous wrote:Hi there,

I didn't get the point, how to extract BIG files.
I've tried with the progs "FinalBIG" and "Big-Editor", but didn't work at all with me, or am I doing something wrong?


Yes, how extract from big format, files for ZModeler???

Please help!!!! :oops:
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Postby Oleg » Mon Mar 07, 2011 2:06 am

refer to xentax forum topic, there are some tools that can extract BNK files from BIG. The script + quickBMS tool can unpack BNK files then.

I don't have the game and I've got only several BNK files for tests, that were extracted with the script from xentax.
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Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)

Postby Stew2000 » Thu May 05, 2011 8:22 am

Does anyone have .bms scripts for the new Exploration Pack .big.
my original .bms scripts can't extract it. :roll:
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Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)

Postby MRick » Thu May 12, 2011 9:50 pm

Hi oleg,

any little chance to have BNK repacker script in Zmod2 ? :?
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Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)

Postby Chasez » Tue May 24, 2011 12:28 am

Oleg, please re-upload the "tdu_names.xml" file.
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Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)

Postby Oleg » Tue May 24, 2011 1:30 am

Done
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Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)

Postby Djey » Fri Oct 28, 2011 6:15 am

Hi Oleg,

tools are almost ready to handle new 3dg/3dd/2dm + 2db in a changed BNK. The game does allow it without a single complain :)
now, 3D modders are awaiting your filter to really begin on TDU2. Could you give us a hint about when it will be released ?

Additionally, do you need help or encounter troubles about it ? Happy to provide kind of a hand, always.


Thanks from France !
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Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)

Postby Mrick » Fri Oct 28, 2011 7:30 am

Hi Oleg !!!


the Djey repacker work fine now, so, all the TDU comunity wait for you and ur amazing soft !!! :P

or maybe u prefer keep the new TDU2 filter for ZMOD3 :cry:

cordially ;)
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Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)

Postby Oleg » Fri Oct 28, 2011 7:48 am

nope, it will be for ZMod2. I'm working on it at the moment.
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Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)

Postby Toolieo » Sun Oct 30, 2011 2:10 am

Is there anything you are concerned about? Or do you think its pretty straight forward like TDU1 exporter?
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Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)

Postby Oleg » Mon Nov 07, 2011 9:54 am

Ok, I've uploaded ZModeler 2.2.6 (redownload from zmodeler site, not available via autoupdater). Get a TDU2 Example Pack on the site too.

This is not a release yet, just to run first tests and such.

I'll write an extended guide thread for materials and their settings later. Currently several guide notes:
1. need a game unpacked and running with a Euro\Bnk files;
2. Djey's MiniBNKManager tool is required to "Repack" BNK files;
3. all common (cars_common.BNK) .2DB textures must be unpacked and put into ONE folder; this folder should be available to ZModeler as a "Textures Search Path" entry in Options\Settings\Services\Textures.
4. Material texture slots shoduld be exactly followed to original or example pack's settings. There are lots of variations and freedom, I'll write a guide later;
4.a consider switching texture layer options to "Advanced" mode to be able to set (or view) valid settings for each texture layer.
Texture layers that were DISABLED upon import, must stay disabled when you Export the scene. You can enable them to view settings or change textures, but make sure to disable these layers before export.

P.S. a car's paint color issue is not yet addressed. The car appears improperly painted when you "test drive". It's Ok at dealer shop, you can preview it's different paint, but it's wrong when you drive out.
Interior color seems to stuck on default settings (usually black plastic + red leather design) and does not change when you buy the car.
Both problems appear even on unmodified vehicle after Unpack\Repack operation, so I can't be sure whether it's ZModeler fault or just a re-packing problem.
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Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)

Postby Toolieo » Mon Nov 07, 2011 11:18 pm

Excellent.

Btw your new Zmodeler 2.2.6 has the "Side by side configuration" error, I never had this with 2.2.5 is there any new updates we need?
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Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)

Postby Oleg » Mon Nov 07, 2011 11:29 pm

Yup, probably. I have upgraded all the stuff here while working on zmodeler3, so zmodeler2 builds might got affected too.

Do you have a Windows Update enabled and running? I don't know which packages got updated..

try installing this one:

http://www.microsoft.com/download/en/de ... px?id=5555

and try to run zm. If still no luck, may be this one will help:

http://www.microsoft.com/download/en/de ... px?id=8328

Let me know if these packages resolve the issue.
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Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)

Postby Guest » Mon Nov 07, 2011 11:35 pm

Tried that, it has said when trying to install that I have a newer version installed and can't be installed.

I will see what Windows update has to update just to make sure its not just my windows being silly. :)
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Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)

Postby Toolieo » Mon Nov 07, 2011 11:38 pm

Yep, it was windows update.

There was a security update for both 2005 and 2008, it now works.

Microsoft Visual C++ 2008 Service Pack 1 Redistributable Package
Microsoft Visual C++ 2010 Service Pack 1 Redistributable Package
Microsoft Visual C++ 2008 Service Pack 1 Redistributable Package

Those where updated, on my Windows 7 (x64)
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Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)

Postby Djey » Mon Nov 07, 2011 11:40 pm

Oleg wrote:Ok, I've uploaded ZModeler 2.2.6 (redownload from zmodeler site, not available via autoupdater). Get a TDU2 Example Pack on the site too.

This is not a release yet, just to run first tests and such.

I'll write an extended guide thread for materials and their settings later. Currently several guide notes:
1. need a game unpacked and running with a Euro\Bnk files;
2. Djey's MiniBNKManager tool is required to "Repack" BNK files;
3. all common (cars_common.BNK) .2DB textures must be unpacked and put into ONE folder; this folder should be available to ZModeler as a "Textures Search Path" entry in Options\Settings\Services\Textures.
4. Material texture slots shoduld be exactly followed to original or example pack's settings. There are lots of variations and freedom, I'll write a guide later;
4.a consider switching texture layer options to "Advanced" mode to be able to set (or view) valid settings for each texture layer.
Texture layers that were DISABLED upon import, must stay disabled when you Export the scene. You can enable them to view settings or change textures, but make sure to disable these layers before export.

P.S. a car's paint color issue is not yet addressed. The car appears improperly painted when you "test drive". It's Ok at dealer shop, you can preview it's different paint, but it's wrong when you drive out.
Interior color seems to stuck on default settings (usually black plastic + red leather design) and does not change when you buy the car.
Both problems appear even on unmodified vehicle after Unpack\Repack operation, so I can't be sure whether it's ZModeler fault or just a re-packing problem.

Thanks, can't wait to see what modders will be able to perform with this :)
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Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)

Postby Toolieo » Tue Nov 08, 2011 3:16 am

Thanks Oleg, I tired it out. :D

Image
Image


I am not sure about tire positons at this point, I have moved the dummy's [D_TYRE] Into the correct placement but ingame the brake disks and tires go into original car position.
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Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)

Postby Oleg » Tue Nov 08, 2011 3:17 am

I've written a quick guide thread for TDU2 filter: viewtopic.php?f=15&t=5375
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Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)

Postby Oleg » Tue Nov 08, 2011 3:27 am

Toolieo wrote:I am not sure about tire positons at this point, I have moved the dummy's [D_TYRE] Into the correct placement but ingame the brake disks and tires go into original car position.

We might probably need some tool to edit Havok Phisics data files... I've seen a screenshot of their editor somewhere, probably it comes with SDK or something like that.

I've looked at those file, these are complete mess to be edited with ZModeler, sorry.
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