Nice! So all of this will eventually lead to being able to fully bring the cars into modeling programs, right?vagos21 wrote:maxscript slowly begins to work well for cars, unfortunately the vertex types are endless and i have to manually build them looking at the hex files. today i started coding all this, and the exterior of 2 cars i tested are imported correctly, all geometries from the files. for the next days i'll look into object hierarchy and materials, stay tuned!
here's a little teaser, unlike the CCRX you can see all objects imported (even though i deleted the windshield)
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Test Drive Unlimited 2 [2011/BNK]
Re: Test Drive Unlimited 2 [2011/BNK]
Re: Test Drive Unlimited 2 [2011/BNK]
just made the script work for rims too (no, tyres are not included in the rim files unfortunately so u have to add them on your own)
here's a nice render of the zonda roadster with the rims on. UV mapping on them and the inside works
will try for interiors later!
here's a nice render of the zonda roadster with the rims on. UV mapping on them and the inside works
will try for interiors later!
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Re: Test Drive Unlimited 2 [2011/BNK]
A Zonda inside of a church?vagos21 wrote:just made the script work for rims too (no, tyres are not included in the rim files unfortunately so u have to add them on your own)
here's a nice render of the zonda roadster with the rims on. UV mapping on them and the inside works
will try for interiors later!
Anyway, back to my radio station hunt... Does anyone know if there's a file that tells the game what .wav files (for commercials, music, etc) to play, in what order, and when?
Re: Test Drive Unlimited 2 [2011/BNK]
ok guys now i really need your help... any direct3D gurus in here who know what FVF is (flexible vertex format) and how their flags are numerically set? the vertex buffer headers have info for that kind of thing but i can't figure out what's going on, and i really don't wanna hard code dozens of possible combinations i'm stuck! looks like this till now:
position = #(2816,512,0,3072,5888,2816,4352,0,0,0,0,4160)
position&UV, normal = #(2817,512,0,3073,5888,2816,4352,0,0,0,0,4160)
position, normal&color = #(2817,513,0,3072,5888,2816,4352,0,0,0,0, 320)
position, normal&color = #(2817,513,0,3072,5888,2816,4352,0,0,0,0,4160)
position, normal&color&UV= #(2817,513,0,3073, 0, 0,4352,0,0,0,0, 320)
position, normal&color&UV = #(2817,513,0,3073,5888,2816,4352,0,0,0,0, 320)
position&UV, normal&color = #(2817,513,0,3073,5888,2816,4352,0,0,0,0,4160)
position, normal&color&UV&qqqq = #(2817,513,0,3073,5889,2817,4352,0,0,0,0, 320)
position&UV, normal&color&qqqq = #(2817,513,0,3073,5889,2817,4352,0,0,0,0,4160)
position, normal&color&UV1&UV2 = #(2817,513,0,3074,5888,2816,4352,0,0,0,0, 320)
position, normal&color&UV1&UV2&qq= #(2817,513,0,3074,5889,2816,4352,0,0,0,0, 320)
position&UV1&UV2, normal&color= #(2817,513,0,3074,5888,2816,4352,0,0,0,0,4160)
position, normal&color&UV&qqqqqq= #(2817,513,0,3074,5889,2817,4352,0,0,0,0, 320)
position, normal&color&UV1&UV2&qqqq=#(2817,513,0,3074,5889,2817,4352,0,0,0,0, 320)
position&UV&qq, normal&color&qqqq= #(2817,513,0,3074,5889,2817,4352,0,0,0,0,4160)
position&UV1&UV2, normal&color&qqqq=#(2817,513,0,3074,5889,2817,4352,0,0,0,0,4160)
position&UV&qqqq, normal&color = #(2817,513,0,3075,5888,2816,4352,0,0,0,0,4160)
vertices come in sets, i separate them by commas, so if we have 30 vertices, position, normal&color means i'll first have 30 positions, and then 30normals and colors together. q is a 32bit long that i haven't figured out yet.
so, anyone got a clue how these numbers work? as you can see the combinations can go on forever...
position = #(2816,512,0,3072,5888,2816,4352,0,0,0,0,4160)
position&UV, normal = #(2817,512,0,3073,5888,2816,4352,0,0,0,0,4160)
position, normal&color = #(2817,513,0,3072,5888,2816,4352,0,0,0,0, 320)
position, normal&color = #(2817,513,0,3072,5888,2816,4352,0,0,0,0,4160)
position, normal&color&UV= #(2817,513,0,3073, 0, 0,4352,0,0,0,0, 320)
position, normal&color&UV = #(2817,513,0,3073,5888,2816,4352,0,0,0,0, 320)
position&UV, normal&color = #(2817,513,0,3073,5888,2816,4352,0,0,0,0,4160)
position, normal&color&UV&qqqq = #(2817,513,0,3073,5889,2817,4352,0,0,0,0, 320)
position&UV, normal&color&qqqq = #(2817,513,0,3073,5889,2817,4352,0,0,0,0,4160)
position, normal&color&UV1&UV2 = #(2817,513,0,3074,5888,2816,4352,0,0,0,0, 320)
position, normal&color&UV1&UV2&qq= #(2817,513,0,3074,5889,2816,4352,0,0,0,0, 320)
position&UV1&UV2, normal&color= #(2817,513,0,3074,5888,2816,4352,0,0,0,0,4160)
position, normal&color&UV&qqqqqq= #(2817,513,0,3074,5889,2817,4352,0,0,0,0, 320)
position, normal&color&UV1&UV2&qqqq=#(2817,513,0,3074,5889,2817,4352,0,0,0,0, 320)
position&UV&qq, normal&color&qqqq= #(2817,513,0,3074,5889,2817,4352,0,0,0,0,4160)
position&UV1&UV2, normal&color&qqqq=#(2817,513,0,3074,5889,2817,4352,0,0,0,0,4160)
position&UV&qqqq, normal&color = #(2817,513,0,3075,5888,2816,4352,0,0,0,0,4160)
vertices come in sets, i separate them by commas, so if we have 30 vertices, position, normal&color means i'll first have 30 positions, and then 30normals and colors together. q is a 32bit long that i haven't figured out yet.
so, anyone got a clue how these numbers work? as you can see the combinations can go on forever...
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Re: Test Drive Unlimited 2 [2011/BNK]
Since the export of bnk's and the .big, those who own zmodeler 'Oleg' over at Zmodeler forums is working on a TDU2 Import too.
This is what he posted and done so far.
The thread for zmodeler users is here
This is what he posted and done so far.
The thread for zmodeler users is here
Re: Test Drive Unlimited 2 [2011/BNK]
materials and all objects from test car (zonda) are now all imported correctly and automatically. they're also placed on the right positions and sub-materials work as they should. also working dummies which define hierarchy. here's the full zonda as imported by the script (only deleted med and low versions)
only thing left now is to understand how these endless vertex buffer headers work!!
only thing left now is to understand how these endless vertex buffer headers work!!
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Re: Test Drive Unlimited 2 [2011/BNK]
and the 599 GTO too.... cars with soft tops and interiors are not yet supported, i hope i won't have to type a bunch of definitions...
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Re: Test Drive Unlimited 2 [2011/BNK]
vagos21, what about texture coordinates, are they ok after import in max?
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Re: Test Drive Unlimited 2 [2011/BNK]
Oleg has released his TDU2 Filter for Zmodeler.
For a image to show, I imported the Veyron SuperSports Interior.
For a image to show, I imported the Veyron SuperSports Interior.
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Re: Test Drive Unlimited 2 [2011/BNK]
I dont know why they would be getting so excited over those cars we have had those in TDU 1 for quite a long time. And the versions that were for tdu 1 i believe came from higher quality sources than the TDU2 cars anyway.besweeet wrote: Most people are jizzing over the Bugatti Veyron's, which I'm not pleased with. The Koenigsegg is better IMO.
The only real new thing this game brings that TDU 1 didnt have is a new island, they was supposed to be adding MORE things into the control options, but instead they have taken things away. they was supposed to be giving us usable turn signals ( like all the AI cars in tdu1 had) but they didnt do that, they take things away from the controllers , such as being able to use a H gate shifter. the G25 wheel is pretty pointless now for TDU2 as most of its great features cannot be used in the game. apart from that the only new things we have are slightly better GFX and slightly better car quality. and that took how long to make..... They should have just used the TDU1 base code and added more stuff to it, rather than rewriting the whole thing again and cutting out all the good things that made the game what it was. I so wish i could return the game to the store, but unfortunately " its sh#t " just does not qualify for a refund.
Yes! i know that's what i said... But its not what i meant.
Re: Test Drive Unlimited 2 [2011/BNK]
SandroX wrote:vagos21, what about texture coordinates, are they ok after import in max?
yes they're ok for the cars that work (look at that 599 taillights), only thing u have to do is load the textures yourself because the names in the bnks aren't that close to the real names. but the textures are not too many and the material editor tells you what textures it's expecting (diffuse, specular etc) so it shouldn't be too difficult to locate them
anyone said something about interiors? ~40K triangles, sick detail!
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