Important information: this site is currently scheduled to go offline indefinitely by end of the year.

Test Drive Unlimited 2 [2011/BNK]

The Original Forum. Game archives, full of resources. How to open them? Get help here.
PeteTripper
ultra-n00b
Posts: 6
Joined: Sat Oct 09, 2010 7:00 pm

Re: Test Drive Unlimited 2 [2011/BNK]

Post by PeteTripper »

vagos21 wrote:
I've already made a script that does exactly what you say, you select an area or sub-area and it imports all terrain pieces into max and fits them together nicely, texturing them too. in theory you can load the whole island, but the sector detail is huge really and it would make any system crash, that's why it's handled like "google earth" in the game. so i left the project and the script where it was on page 13, i see you were following the subject back then. anyway, in case you still want it, here's the script, select an areaX-X (for example area-2-4) for the beginning and u'll see how heavy it is. for now it imports only the terrain, without the roads and objects on it.

what would u like to do with the terrain? :D
Thanks vagos.

I just want to check the terrain out for rnd. Is there something you want done with it?
Speeder
n00b
Posts: 15
Joined: Fri Mar 04, 2011 9:17 pm
Has thanked: 2 times
Been thanked: 2 times

Re: Test Drive Unlimited 2 [2011/BNK]

Post by Speeder »

Hello there! :)
One of my dude showed me a picture with HotRoad... online.
So I deduce we can mod savegames or add vehicles online...?

http://Newo.myriapulse.com/Data/hotrod1.bmp
http://Newo.myriapulse.com/Data/hotrod2.bmp
http://Newo.myriapulse.com/Data/hotrod3.bmp

I'm trying to get more about it, 'cause in every cases, this is an interesting thing to know! :D
Seeya! :bleh:
SoniKalien
beginner
Posts: 27
Joined: Sun Mar 13, 2011 4:02 am
Has thanked: 14 times
Been thanked: 3 times

Re: Test Drive Unlimited 2 [2011/BNK]

Post by SoniKalien »

Hi all,

I've been following this thread with interest. I wish I could do something to help but it looks like the pros have got it sussed :D I'm not much good with scripting etc but anyway - here's a shot of the Bugatti GS interior as best as I could get it. Most of the map names are correct although a few are obscure, I've sussed out most of them. The only thing is - bump maps don't seem to be the usual normal maps - can someone please tell me how to use them properly? I've tried loading the map into a normal map slot which goes into the bump map slot ie bump map bitmap > Normal Map > Bump[material].. in the normal map slot there are settings for mapping - tangent, world etc.. so not sure which to use. Most normal maps are blue/green coloured but TDU@ normal maps (bump) are pink... and have alpha transparency just to add to the confusion...

The only other thing is, rims don't seem to be to scale. I've loaded a few cars and all of the rims are too small. That's not really a problem cos I just look up the correct dimensions and scale to suit, but it could be a problem if people are going to export the models to other sims ;)

Anyway here's the shot rendered in Max. I'll do exterior shots when I've finished tweaking...
You do not have the required permissions to view the files attached to this post.
vagos21
veteran
Posts: 128
Joined: Thu Feb 10, 2011 10:48 am

Re: Test Drive Unlimited 2 [2011/BNK]

Post by vagos21 »

Speeder wrote:Hello there! :)
One of my dude showed me a picture with HotRoad... online.
So I deduce we can mod savegames or add vehicles online...?

http://Newo.myriapulse.com/Data/hotrod1.bmp
http://Newo.myriapulse.com/Data/hotrod2.bmp
http://Newo.myriapulse.com/Data/hotrod3.bmp

I'm trying to get more about it, 'cause in every cases, this is an interesting thing to know! :D
Seeya! :bleh:
i would read some of the previous pages before i go on asking the same thing that's been asked many times already. but once again, no it's not possible yet. this car is from the game it's not a mod
User avatar
Chipicao
ultra-veteran
ultra-veteran
Posts: 476
Joined: Thu Feb 03, 2011 11:18 am
Has thanked: 42 times
Been thanked: 305 times
Contact:

Re: Test Drive Unlimited 2 [2011/BNK]

Post by Chipicao »

I finished every offline aspect of the game and 131 bins still remain. I think it's safe to assume that most of these are unused, but some of them are wav or ig2 files related to clubs and the community racing center. There's nothing more I can do about those, but maybe someone else can help.

I'm attaching a combined filelist with all hashes from qwerty, vagos and me.
You do not have the required permissions to view the files attached to this post.
Last edited by Chipicao on Sat Mar 19, 2011 3:25 pm, edited 2 times in total.
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
User avatar
Chipicao
ultra-veteran
ultra-veteran
Posts: 476
Joined: Thu Feb 03, 2011 11:18 am
Has thanked: 42 times
Been thanked: 305 times
Contact:

Re: Test Drive Unlimited 2 [2011/BNK]

Post by Chipicao »

New update is out (097), the following files are replaced/added:

Code: Select all

8498C869158D73FF "euro/bnk/database/db_fr.cpr"
8498C869158D72E8 "euro/bnk/database/db_ge.cpr"
8498C869158D7CF9 "euro/bnk/database/db_it.cpr"
8498C869158D65E1 "euro/bnk/database/db_pl.cpr"
8498C869158D67F8 "euro/bnk/database/db_ru.cpr"
8498C869158D66FD "euro/bnk/database/db_sp.cpr"
8498C869158D60FE "euro/bnk/database/db_us.cpr"
203308282D94FDDB "euro/bnk/ig2/rsa3t04.ig2"
AD5EF7D28549CF6E "euro/bnk/interior/gph_l0c.bnk"
D6A460BCA2172216 "euro/bnk/database/db_data.cpr"

8498C869158D76E5 "euro/bnk/database/db_ch.cpr" 
8498C869158D76F7 "euro/bnk/database/db_cz.cpr"
8498C869158D7FEC "euro/bnk/database/db_ja.cpr"
8498C869158D7EE2 "euro/bnk/database/db_ko.cpr"
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
User avatar
Chipicao
ultra-veteran
ultra-veteran
Posts: 476
Joined: Thu Feb 03, 2011 11:18 am
Has thanked: 42 times
Been thanked: 305 times
Contact:

Re: Test Drive Unlimited 2 [2011/BNK]

Post by Chipicao »

Here are the hashes for fr, de, it and es languages in MULTI5.
You do not have the required permissions to view the files attached to this post.
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
mordax
beginner
Posts: 21
Joined: Sun Feb 20, 2011 10:52 pm

Re: Test Drive Unlimited 2 [2011/BNK]

Post by mordax »

uhm vagos21, i dont have any .bin files, so im guessing i have to extract them, but from where ?
as i have said before, nothing seem to work for me.
this thread is too long and messy, this thing needs a guide
SoniKalien
beginner
Posts: 27
Joined: Sun Mar 13, 2011 4:02 am
Has thanked: 14 times
Been thanked: 3 times

Re: Test Drive Unlimited 2 [2011/BNK]

Post by SoniKalien »

mordax wrote:uhm vagos21, i dont have any .bin files, so im guessing i have to extract them, but from where ?
as i have said before, nothing seem to work for me.
this thread is too long and messy, this thing needs a guide
Dude, it's not that hard - you just have to pay attention ;)

From page 15 of this thread:
vagos21 wrote:Hello everyone,

i just made this little prog that will open anyone's filelist.log and rename and build the file structures, so you can already see what you've done and what you're missing.

Steps are easy:
1. Using qwerty's script (xmbf) (see page 11 -SoniK) and quickbms, decompress all big map files (1,2,3,4,5) into one folder
2. Open up the tool and select your filelist.log, then
3. Select your extracted bin files folder
Hit Start to let it do the magic. in the end, you'll be having folders with the renamed files in them, all in the correct structure. the files converted are removed from their original position.

4 the more you play, more lines are added into the filelist.log. That's ok, you can still open the same file, the tool will skip these lines next time you use it ;)

This way, anyone can download anybody's log file and do the process, so we can all know what files are already passed and no need to do them again :)
Use QuickBMS and the script on page 5 to extract the files out of the .bnk files

Tutorial for import into 3ds max is on page 8 of this thread.
Last edited by SoniKalien on Sun Mar 20, 2011 12:06 am, edited 2 times in total.
caws
veteran
Posts: 120
Joined: Sat Mar 01, 2008 7:57 pm
Been thanked: 4 times

Re: Test Drive Unlimited 2 [2011/BNK]

Post by caws »

There's been quite an awesome progress on this game!

Does anyone here knows where are the text files?
SoniKalien
beginner
Posts: 27
Joined: Sun Mar 13, 2011 4:02 am
Has thanked: 14 times
Been thanked: 3 times

Re: Test Drive Unlimited 2 [2011/BNK]

Post by SoniKalien »

Chipicao wrote:I finished every offline aspect of the game and 131 bins still remain. I think it's safe to assume that most of these are unused, but some of them are wav or ig2 files related to clubs and the community racing center. There's nothing more I can do about those, but maybe someone else can help.

I'm attaching a combined filelist with all hashes from qwerty, vagos and me.
Awesome :D Thanks!

Although I have 139 bins left...
User avatar
Chipicao
ultra-veteran
ultra-veteran
Posts: 476
Joined: Thu Feb 03, 2011 11:18 am
Has thanked: 42 times
Been thanked: 305 times
Contact:

Re: Test Drive Unlimited 2 [2011/BNK]

Post by Chipicao »

@SoniKalien do you by any chance have the original game?
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
mordax
beginner
Posts: 21
Joined: Sun Feb 20, 2011 10:52 pm

Re: Test Drive Unlimited 2 [2011/BNK]

Post by mordax »

i have read this over and over, but quickBMS and script does not work for me.
i choose the script, input, output and then it just shows 0 extracted, press enter to quit.
why is this happening?
User avatar
Chipicao
ultra-veteran
ultra-veteran
Posts: 476
Joined: Thu Feb 03, 2011 11:18 am
Has thanked: 42 times
Been thanked: 305 times
Contact:

Re: Test Drive Unlimited 2 [2011/BNK]

Post by Chipicao »

If there's an error, quickbms doesn't just show "0 extracted"; you should have posted a screenshot.

Did you select a .map file as input?
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
SoniKalien
beginner
Posts: 27
Joined: Sun Mar 13, 2011 4:02 am
Has thanked: 14 times
Been thanked: 3 times

Re: Test Drive Unlimited 2 [2011/BNK]

Post by SoniKalien »

Chipicao wrote:@SoniKalien do you by any chance have the original game?
you mean original as in unpatched v1.0? or as in TDU1? or...? :p
Post Reply