ok here are the steps:
TO IMPORT TDU 2 CAR TO 3DS MAX
1. Fire up max (script was made in 2010 but commands used should work on max 9 all higher versions)
2. Maxscript -> Listener Or F11 (So we can see what's going on)
3. Maxscript -> Open script... (select the script)
4. Tools -> Evaluate All. Or Ctrl+E (Compiles the script, we can see that in the listener window. as long as things are blue it's all good. hit Ctrl+E for 3-4 times, sometimes it needs this to work i guess it's a bug)
5. Customize -> Customize User Interface ->Toolbars tab -> Category -> select "myscripts"
you'll see TDU, drag and drop it anywhere on the UI, let's say next to the MOVE button, it will create a button called "TDU". Close this window we're ready to import! also close the script code window, but keep the listener window open.
6. Hit the TDU button, select your extracted car folder (eg. apollo_sport) (it's the one that has the maps folder inside, also 3dg 3dd and 2dm files.)
7. For first run we might want to convert 2db textures to dds so we click YES...
8. Wait until they're converted and the scene imported. If there are no errors, congrats you have your car
TO CLEAN UP THE CAR MESH (keep only hi-res mesh)
1. Select all helpers and delete them
2. There are some rectangular volume meshes used for headlights and other effects, delete those.
3. Select BODY_MR and BODY_LR and move them away to the right. through hierarchy they'll take away other objects that are their children. now select them from the top view and delete them.
4. Select also every mesh starting with the %. character and delete them. these are lights used for effects or low-poly versions of the car.
5. There might be a couple more low-version meshes around but these are the ones for most cars so we're done here.
TO CHOOSE MATERIALS AND LOAD TEXTURES
1. Open Material Editor, click on pick material tool button, click on a mesh you like. It will load the mesh materials as submaterials. you'll get used to the strange names, (e.g. PAINT is the body material)
2. Materials that use textures will have them in the "maps" list, and you can manually load the dds files. Many of them (like leather, grates and most interiors) are in the "common_car" bnk so you might want to convert all of them and keep them somewhere, unless you want to use your own textures.
3. Even if you don't load the textures in max you can still export your cars and they'll carry the material properties and UV mapping with them. For example, i exported to OBJ, and through octane render i got this nice little render....
OTHER TIPS
1. It's useful to keep the maxscript listener window open before we hit the script button so we can see if all went well through the import.
2. Evaluate the script every time you close and open max again (another maxscript strange thing?)
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Test Drive Unlimited 2 [2011/BNK]
Re: Test Drive Unlimited 2 [2011/BNK]
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Re: Test Drive Unlimited 2 [2011/BNK]
Thank you very much.I like your script for now every thing works.Now we will have more cars for World racing 2
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Re: Test Drive Unlimited 2 [2011/BNK]
Thank you to everyone who contributed for extracting .bnk & .big/.map files, I hope sometime in the future we can try and learn to put new cars into TDU2.
I thought it would be nice to show you how these models perform in another gaming engine.
*If image is too large let me know, I will switch it to a thumbnail.
I thought it would be nice to show you how these models perform in another gaming engine.
*If image is too large let me know, I will switch it to a thumbnail.
Re: Test Drive Unlimited 2 [2011/BNK]
You're very welcome here i post the cars i've tested it and work perfectly, and those that don't work for sure (yet, they'll be fixed sometime soon)Koce wrote:Thank you very much.I like your script for now every thing works.Now we will have more cars for World racing 2
as for importing cars to TDU2, i don't think many will be interested this time with the messy physics hehe,
i'm a big fan of WR too! have fun converting them
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Re: Test Drive Unlimited 2 [2011/BNK]
I know the person who made TDU:Performance Editor, he made it from scratch. If you could narrow down where the physics are I can pass them onto him and then see what he thinks.vagos21 wrote: as for importing cars to TDU2, i don't think many will be interested this time with the messy physics hehe,
Re: Test Drive Unlimited 2 [2011/BNK]
Thanks Vagos! I'll try and get some sexy pics later. I think I'll also try converting some for use in San Andreas (in MTA).
Re: Test Drive Unlimited 2 [2011/BNK]
toolieo wrote:I know the person who made TDU:Performance Editor, he made it from scratch. If you could narrow down where the physics are I can pass them onto him and then see what he thinks.vagos21 wrote: as for importing cars to TDU2, i don't think many will be interested this time with the messy physics hehe,
it's all the dhk files in the bnks of each car, they contain havok physics data
Re: Test Drive Unlimited 2 [2011/BNK]
remember when we were kids and used to look at those exotic machines sticking our noses on the window? hehebesweeet wrote:Thanks Vagos! I'll try and get some sexy pics later. I think I'll also try converting some for use in San Andreas (in MTA).
308GTS model with interior replaced by the hi-res one, with some random textures. unbelievable how much detail has made it to real-time games
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Re: Test Drive Unlimited 2 [2011/BNK]
vagos21, many thanks, all work well! I hope you will update your script to make possible to import Ariel Atom.
Re: Test Drive Unlimited 2 [2011/BNK]
TIRES!!!
what are wheels without tires? lol...
I guess everyone would need them sooner or later, here is the updated script that imports them too. to import them follow these steps:
1. Using quickbms extract the common bnk (named 3759F594E15AE951)
2. make a new folder somewhere, let's call it tires
3. copy tire.3dg tire.2dm and tire.3dd into that folder.
4. Run the script and select the tire folder
5. select NO to convert textures since there aren't any copied
6. all tires are now imported! yes they're all nicely centered in the same position. which one do you need to choose for your car? no idea yet...lol
7. Their textures are in the extracted common bnk folder. They use names like tire, lr_ambocc
have fun!
what are wheels without tires? lol...
I guess everyone would need them sooner or later, here is the updated script that imports them too. to import them follow these steps:
1. Using quickbms extract the common bnk (named 3759F594E15AE951)
2. make a new folder somewhere, let's call it tires
3. copy tire.3dg tire.2dm and tire.3dd into that folder.
4. Run the script and select the tire folder
5. select NO to convert textures since there aren't any copied
6. all tires are now imported! yes they're all nicely centered in the same position. which one do you need to choose for your car? no idea yet...lol
7. Their textures are in the extracted common bnk folder. They use names like tire, lr_ambocc
have fun!
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Re: Test Drive Unlimited 2 [2011/BNK]
Oh damn... 3DS Max is over 4GB~. I'll skip out on this stuff. Don't want to download that just to play with some cars.
Re: Test Drive Unlimited 2 [2011/BNK]
besweeet wrote:Man, I wish I could do some Zmodeler 2 action, but I'm not paying $60 just to play with some models from TDU2.
So what are you expecting here if you don't do either?besweeet wrote:Oh damn... 3DS Max is over 4GB~. I'll skip out on this stuff. Don't want to download that just to play with some cars.
Re: Test Drive Unlimited 2 [2011/BNK]
Didn't you downloaded 6.5 Gb game "just to play with some cars"?besweeet wrote:Oh damn... 3DS Max is over 4GB~. I'll skip out on this stuff. Don't want to download that just to play with some cars.
Re: Test Drive Unlimited 2 [2011/BNK]
The game's a lot more than just playing around with cars...qwerty wrote:Didn't you downloaded 6.5 Gb game "just to play with some cars"?besweeet wrote:Oh damn... 3DS Max is over 4GB~. I'll skip out on this stuff. Don't want to download that just to play with some cars.
It's a pretty massive program, and all I plan on doing with it is opening cars from TDU2.
Oh well.
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Re: Test Drive Unlimited 2 [2011/BNK]
Has anyone investigated the TDU2 rims more? Because there is some rims that don't have textures in the .bnk ive spent so far 1 day trying to figure out where the textures are for those.
For example the Bugatti Veyron SuperSports is missing the textures but has the model files there.
For example the Bugatti Veyron SuperSports is missing the textures but has the model files there.