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The Crew 1/2 map tool (Dunia engine)

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georacer
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Re: The Crew 1/2 map tool (Dunia engine)

Post by georacer »

Hello, how i'm can batch export ascii with noesis? i'm use latest verion of noesis and xna plugin but getting error when exportImage Thanks.
Bladers
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Re: The Crew 1/2 map tool (Dunia engine)

Post by Bladers »

daemon1 wrote: Thu Nov 29, 2018 4:39 pm
CobraGamer wrote:I'm hoping we can somehow do the same with the map from Watch Dogs, assuming the file format is the same.
The map format includes reading a lot of different info from game archives. Its possible that it can be done with Watch Dogs, but it may require a lot of additional work
Could you release the source with a simple guide that someone could leverage to potentially recode this to work on watchdogs 1?
Also I'm trying to learn, I have background in C# .NET/JS/Angular and ML. So i can pick up on technical things.
Could you point me to any available online guide that has enough teaching information that could enable someone to be able to eventually make a map tool?
lamping1990
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Re: The Crew 1/2 map tool (Dunia engine)

Post by lamping1990 »

i tried to import the ascii files into blender, in which i had nothing show up, is this common, or is there something i need additional for blender, i am trying to get the models from las vegas into obj format, if anyone can help me with this i mainly want the casino models ,as well as freemont street
mono24
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Re: The Crew 1/2 map tool (Dunia engine)

Post by mono24 »

lamping1990 wrote: Sat May 08, 2021 3:56 am i tried to import the ascii files into blender, in which i had nothing show up, is this common, or is there something i need additional for blender, ...
You need to edit the Draw Distance otherwise nothing will be visible since the assets have in-game coordinates so everything will be outside of the draw distance in the viewport, found a video for you: https://youtu.be/LDvFUIuxWdQ
smite1010
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Re: The Crew 1/2 map tool (Dunia engine)

Post by smite1010 »

Hey guys, to make this tool works, should I just purchase the crew 2 for PC and start from there?
CryptoCat
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Re: The Crew 1/2 map tool (Dunia engine)

Post by CryptoCat »

smite1010 wrote: Tue May 25, 2021 5:28 pm Hey guys, to make this tool works, should I just purchase the crew 2 for PC and start from there?
You don't have to buy the game, you can download trial version from UPlay and extract from there. It worked for me
GuineaTigg
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Re: The Crew 1/2 map tool (Dunia engine)

Post by GuineaTigg »

Does anyone know how to convert the xbt files to a recognisable format? iv found a few diff tools with this format but they either dont work or crash
mono24
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Re: The Crew 1/2 map tool (Dunia engine)

Post by mono24 »

GuineaTigg wrote: Sun Jun 06, 2021 9:06 am Does anyone know how to convert the xbt files to a recognisable format? iv found a few diff tools with this format but they either dont work or crash
viewtopic.php?p=146821#p146821
GuineaTigg
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Re: The Crew 1/2 map tool (Dunia engine)

Post by GuineaTigg »

mono24 wrote: Sun Jun 06, 2021 7:45 pm
GuineaTigg wrote: Sun Jun 06, 2021 9:06 am Does anyone know how to convert the xbt files to a recognisable format? iv found a few diff tools with this format but they either dont work or crash
viewtopic.php?p=146821#p146821
Iv actually tried this, all i get is a bunch of unreadable DDS files not useable one's

Thanks for the response though

No idea what im doing wrong as i see alot of mention of deleting lines in Hex until i find DDS but the problem is in alot of these files DDS is the first word in the hex
mono24
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Re: The Crew 1/2 map tool (Dunia engine)

Post by mono24 »

GuineaTigg wrote: Sun Jun 06, 2021 10:22 pmNo idea what im doing wrong as i see alot of mention of deleting lines in Hex until i find DDS but the problem is in alot of these files DDS is the first word in the hex
Since your not giving much context to work on, then yes, your doing something wrong since i never, and still have no issues with any of this, once you extract the assets its impossible to see a DDS since all textures start with XBT and its header, then you reach DDS.
Some DDSs can be opened in Noesis but even then their displayed wrong you'll need to use Photoshop and the Intel plugin for it.

But then again, this is the tool that converts everything for you, no need to dump game assets to mess with HEX, you just need the Intel/Photoshop combo for some DDSs.
CryptoCat
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Re: The Crew 1/2 map tool (Dunia engine)

Post by CryptoCat »

GuineaTigg wrote: Sun Jun 06, 2021 10:22 pm
mono24 wrote: Sun Jun 06, 2021 7:45 pm
GuineaTigg wrote: Sun Jun 06, 2021 9:06 am Does anyone know how to convert the xbt files to a recognisable format? iv found a few diff tools with this format but they either dont work or crash
viewtopic.php?p=146821#p146821
Iv actually tried this, all i get is a bunch of unreadable DDS files not useable one's

Thanks for the response though

No idea what im doing wrong as i see alot of mention of deleting lines in Hex until i find DDS but the problem is in alot of these files DDS is the first word in the hex
If you are talking about the xbt files that the tool extracts, they are already DDS format. You just have to put right ending for file. For example "tex_cardecors_01_n.xbt" -> "tex_cardecors_01_n.dds". You can then open with GIMP.
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Re: The Crew 1/2 map tool (Dunia engine)

Post by daemon1 »

New version posted.

Changes:
- both games supported (the Crew 1, the Crew 2)
- config file with options
- transforms output
- support for 8-bit heightmaps
- double pres. coordinates
- terrain data: RAW heightmaps, 2 masks DDS (to a folder)
- full map export (99 99 8 8 )
- terrain exported only with "terrain" parameter
- RES.DAT generation tool
daemon1
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Re: The Crew 1/2 map tool (Dunia engine)

Post by daemon1 »

most important change is adding transform output
---------------------------------
This allows to make scripts for 3d editors or engines like Unity or Unreal to load the map.

config.ini parameters:
--------------------------------------
game 1 or 2
coordinates:
- local - means area coordinates will be at 0,0 - to export sectors from only one area
- global - means area coordinates, for whole map extraction
next parameter is to set ascii parts size, or no ascii at all:
0 - means no ascii output
100 megabyte split was as usual before
then a list of other files, specific to game 1 or 2, so you can easily switch between games or make 2 folders with separate configs

patch support
---------------------------
if you want patches to work, put _patch files in INI first,
meaning either all patches first, or at least patch file for each FAT/DAT must go before the corresponding main file

RES.BIN generation tool
-------------------------------
drop world.bwo onto the tool, and it will generate "res.bin" to use with the map tool
Last edited by daemon1 on Tue Dec 14, 2021 10:09 am, edited 1 time in total.
iamtolyan
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Re: The Crew 1/2 map tool (Dunia engine)

Post by iamtolyan »

Where can I find the file res2.bin? The tool does not work without this file.
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mono24
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Re: The Crew 1/2 map tool (Dunia engine)

Post by mono24 »

iamtolyan wrote: Mon Dec 13, 2021 4:57 pm Where can I find the file res2.bin? The tool does not work without this file.
viewtopic.php?p=179959#p179959
res.png
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