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The Crew 1/2 map tool (Dunia engine)

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daemon1
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Re: The Crew 1/2 map tool (Dunia engine)

Post by daemon1 »

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.
a little mistake in description, i typed res.dat instead of res.bin
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Re: The Crew 1/2 map tool (Dunia engine)

Post by iamtolyan »

Good. But what is the "world.bwo" file? I didn't find such a file in the folders with "The Crew 1/2" Maybe these are files "world.dat"/"world.fat" (crew 1) or "usa_world.dat"/"usa_world.fat" (crew 2). I tried dragging these files to the utility "TheCrewRes.exe ", and then the cmd window opens for a second and no files are generated. I look in the task manager, "TheCrewRes.exe " not running/not working. Further, if I put ".dat" files next to "TheCrewRes.exe" and I run it from the command line in the console with administrator rights, for example "TheCrewRes.exe usa_world.dat", then the file "res2.bin" is also not generated and there are no messages in the console. P.S. Path to the utilty = "d:\thecrewmap\", config.ini - default, Previously crew 1.ini and crew 2.ini - corrected only the path to the game, copied the file "oo2core_5_win64.dll " from the folder with the game "The Crew 2", How do I still get the file res2.bin? Please, help.
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Re: The Crew 1/2 map tool (Dunia engine)

Post by daemon1 »

iamtolyan wrote: Tue Dec 14, 2021 6:19 pm Good. But what is the "world.bwo" file?
This file is inside one of game archives. Can be extracted with EKey's extractor or BMS script.
Unfortunately i had no time to do a special tool to extract only this file.
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Re: The Crew 1/2 map tool (Dunia engine)

Post by mono24 »

iamtolyan wrote: Tue Dec 14, 2021 6:19 pmBut what is the "world.bwo" file? I didn't find such a file...
project\road66\generated\world.bwo or 5AFAC9A11AA14DF8

TC1 = in global_db_patch.fat/dat
TC2 = in usa_resources_patch.fat/dat

Extractors/Unpackers: viewtopic.php?p=159199#p159199
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Re: The Crew 1/2 map tool (Dunia engine)

Post by epidemick92 »

I feel like im doing something wrong.
How do I export the crew 1 map with the tool?
I have the world.bwo file and the res.bin ready to go.
How do set up the coordinates too?
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Re: The Crew 1/2 map tool (Dunia engine)

Post by mono24 »

epidemick92 wrote: Thu Jan 06, 2022 10:35 am ...I have the world.bwo file and the res.bin ready to go....
If you work on TC1 game, make sure the generated res.bin is named res1.bin or res2.bin for TC2 game.
The rest of the details are described already, except for transforms as that's just for those who want to do things from scratch and do not want to use ASCIIs output that are exactly as you see in-game.
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Re: The Crew 1/2 map tool (Dunia engine)

Post by epidemick92 »

Cool. What now?
Maybe I'm misreading the directions because I have no idea what I'm supposed to do after I have the res file(s)
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Re: The Crew 1/2 map tool (Dunia engine)

Post by mono24 »

epidemick92 wrote: Sat Jan 08, 2022 9:29 am Cool. What now?
You follow the instructions, you have all you need in that post, including example.
viewtopic.php?p=145852#p145852
As well as: viewtopic.php?p=179959#p179959
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Re: The Crew 1/2 map tool (Dunia engine)

Post by epidemick92 »

I see. Now where do i type " thecrew2map ax ay sx sy type?"
In one of the ini's or in CMD?




I am very new to all of this
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Re: The Crew 1/2 map tool (Dunia engine)

Post by mono24 »

epidemick92 wrote: Tue Jan 11, 2022 8:19 amIn one of the ini's or in CMD?
ini file is the setup for the tool to know with what game to work with or other options as specified.
Those parameters you enter them in command prompt or simply copy that line in a text file using notepad, then rename extension .txt to .bat then run that bat, make sure its located next to ALL required files.
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Re: The Crew 1/2 map tool (Dunia engine)

Post by epidemick92 »

Should it look like this?
Or should i add more?
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Re: The Crew 1/2 map tool (Dunia engine)

Post by mono24 »

epidemick92 wrote: Thu Jan 27, 2022 6:44 pm Should it look like this?
Or should i add more?
Yes, that is correct. You can add as many sectors as you like, even entire area, it is your choice, it will all be converted one after another, each converted sector/area will have in the name the numbers you specify in the .bat file.
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Re: The Crew 1/2 map tool (Dunia engine)

Post by Wakka387 »

do we have an idea of what the different areas/sectors are?

for example, if I wanted to export the san francisco map, where would that be located?
Just a Modder of GTA SA and Resident Evil 4
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Re: The Crew 1/2 map tool (Dunia engine)

Post by mono24 »

Wakka387 wrote: Thu Jun 09, 2022 1:26 amdo we have an idea of what the different areas/sectors are?
Sure we do, it is even described in first post by the tool dev, the map gets built from bottom left corner, at Area 00-00, each Area has a 8x8=64 sectors, they all load vertically, one above the other, once you build first Area, then you'll immediately realize what goes on top of it, or what it represents assuming you know how the game map looks like, and all its sectors.
Wakka387 wrote: Thu Jun 09, 2022 1:26 amfor example, if I wanted to export the san francisco map, where would that be located?
Try to load an entire Area, then you will figure out based on that and try to keep count.
There is no better way to figure out other than loading the assets to identify what is what.

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

Post by Wakka387 »

mono24 wrote: Thu Jun 09, 2022 9:56 pm
Wakka387 wrote: Thu Jun 09, 2022 1:26 amdo we have an idea of what the different areas/sectors are?
Sure we do, it is even described in first post by the tool dev, the map gets built from bottom left corner, at Area 00-00, each Area has a 8x8=64 sectors, they all load vertically, one above the other, once you build first Area, then you'll immediately realize what goes on top of it, or what it represents assuming you know how the game map looks like, and all its sectors.
Wakka387 wrote: Thu Jun 09, 2022 1:26 amfor example, if I wanted to export the san francisco map, where would that be located?
Try to load an entire Area, then you will figure out based on that and try to keep count.
There is no better way to figure out other than loading the assets to identify what is what.

have fun
By chance, how do I get the textures to load

Image

I tried converting them to .DDS (using xbt2dds) & changing the format in the .mtl file, yet have not had any success.

second question would be, is there any way of importing multiple ascii files that doesn't crash blender? using the XNALara plugin seems unreliable
Just a Modder of GTA SA and Resident Evil 4
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