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Test Drive Unlimited 2 [2011/BNK]

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zuckbin
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by zuckbin »

hi

What are the unused_bin folder ?

For the next update; what is the proceed to use to play online with last update ?
(are we extract all files again; or will be an extract of the update file list ?)

Have you succeed to use a "custom" car winch is not in the game ? (think about lambo...)

Thanks a lot
Bye
ko2123
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by ko2123 »

Not released car ( but u can drive on it) :
Spyker Alieron
Audi R8 R tronic
Mers SL65 Black Series
Nissan 370Z Nismo
Corvette ZR-1
Dodge Viper ACR
Ferrari 599XX
Ford Mustang V6 Premium ( but it hasnt normal wheels )

ImageImageImage
ImageImageImage
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Nobby
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by Nobby »

Hey Vagos, first wanted to say AWSOME SCRIPT DUDE.. i was wondering if you could help me out for a second please.
Im trying to have a go at importing some of the island sections but something is going horribly wrong.

I know the script itself is working as ive imported a couple of cars and its half importing island sections too but something isnt right..

i decided to try loading the same section as you posted images for ( back on page 11 ) section 0-3-4-5. This is what it looks like....
Image
As you can see things didnt go quite like yours. the landscape seems to have no detail whatsoever just a couple of flat sheets,If you look in the bottom right corner of the image there seems to be some buildings but they are all mashed up together.

This is what it said in my MAXscript listener window...
"D:\Game Model Ripping\TDU2\euro\level\ibiza\area-0\area-0-3\sector-0-3-4-5"
"Meshes loaded!"
"49 materials found."
"Materials Loaded!"
-- Error occurred in i loop; filename: D:\Graphix\Autodesk\3ds Max 2010\Scripts\TDU2_mesh_import v2.mcr; position: 7039; line: 241
-- Frame:
-- i: 83
-- called in buildScene(); filename: D:\Graphix\Autodesk\3ds Max 2010\Scripts\TDU2_mesh_import v2.mcr; position: 7082; line: 242
-- Frame:
-- INSAsize: 16336
-- insanum: 84

-- hierarchy: #((hierarchytable name:"DYNAMIC" offset:23536 parent:undefined parentoffset:0 level:1 matrix:(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])), (hierarchytable name:"BLOCK" offset:23568 parent:"DYNAMIC" parentoffset:23536 level:2 matrix:(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])), (hierarchytable name:"NETWORK" offset:23600 parent:"DYNAMIC" parentoffset:23536 level:2 matrix:(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])), (hierarchytable name:"SPECIFIC" offset:23632 parent:"DYNAMIC" parentoffset:23536 level:2 matrix:(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])), (hierarchytable name:"SB_BG_I" offset:25616 parent:"SPECIFIC" parentoffset:23632 level:3 matrix:(matrix3 [-0.521744,0,0.853102] [-0.0318873,0.999301,-0.0195018] [-0.852506,-0.0373781,-0.521379] [387.421,2.03839,495.09])), (hierarchytable name:"SB_BG_J" offset:25552 parent:"SPECIFIC" parentoffset:23632 level:3 matrix:(matrix3 [0.242552,0,0.970138] [0,1,0] [-0.970138,0,0.242552] [395.776,2.41525,466.434])), (hierarchytable name:"SB_BG_C" offset:25744 parent:"SPECIFIC" parentoffset:23632 level:3 matrix:(matrix3 [-0.792871,0,0.609389] [0,1,0] [-0.609389,0,-0.792871] [187.39,2.08566,685.454])), (hierarchytable name:"—F_WSETA" offset:26192 parent:"SPECIFIC" parentoffset:23632 level:3 matrix:(matrix3 [0,0,0.930703] [0,0.930703,0] [-0.930703,0,0] [311.955,25.4789,762.563])), (hierarchytable name:"˜F_WSETA" offset:26224 parent:"SPECIFIC" parentoffset:23632 level:3 matrix:(matrix3 [-1,0,0] [0,1,0] [0,0,-1] [272.261,25.4478,762.392])), (hierarchytable name:"FU_SBOTA" offset:24880 parent:"SPECIFIC" parentoffset:23632 level:3 matrix:(matrix3 [0.560812,-0.0235261,-0.827609] [-0.0927652,0.991517,-0.0910459] [0.82273,0.127833,0.553872] [376.54,0.121651,486.296])), (hierarchytable name:"¥…SBOTA" offset:24848 parent:"SPECIFIC" parentoffset:23632 level:3 matrix:(matrix3 [-0.214905,-0.0129004,-0.97655] [-0.125895,0.991936,0.0146015] [0.968487,0.126081,-0.214796] [387.338,1.76624,468.751])), (hierarchytable name:"¥…‘SBOTA" offset:24816 parent:"SPECIFIC" parentoffset:23632 level:3 matrix:(matrix3 [-0.270812,-0.113118,-0.955963] [-0.181193,0.981311,-0.0647879] [0.945426,0.155668,-0.286247] [377.259,0.668373,218.752])), (hierarchytable name:"FU_SBOTB" offset:24784 parent:"SPECIFIC" parentoffset:23632 level:3 matrix:(matrix3 [1,0,0] [0,1,0] [0,0,1] [367.473,-0.0882887,440.065])), (hierarchytable name:"¥…SBOTB" offset:24656 parent:"SPECIFIC" parentoffset:23632 level:3 matrix:(matrix3 [0.29687,0,-0.954918] [0,1,0] [0.954918,0,0.29687] [335.814,-0.0882887,189.474])), (hierarchytable name:"SB_BG_G" offset:25520 parent:"SPECIFIC" parentoffset:23632 level:3 matrix:(matrix3 [0.556675,0,0.830731] [0,1,0] [-0.830731,0,0.556675] [387.678,1.98923,446.106])), (hierarchytable name:"”F_WSETC" offset:26128 parent:"SPECIFIC" parentoffset:23632 level:3 matrix:(matrix3 [-0.00801966,0.0886389,0.996032] [0.000713663,0.996064,-0.088636] [-0.999968,0,-0.00805135] [256.434,25.3849,721.94])), (hierarchytable name:"•F_WSETC" offset:25776 parent:"SPECIFIC" parentoffset:23632 level:3 matrix:(matrix3 [0.989386,0.145312,0] [-0.145312,0.989386,0] [0,0,1] [348.491,25.488,697.113])), (hierarchytable name:"–F_WSETC" offset:25904 parent:"SPECIFIC" parentoffset:23632 level:3 matrix:(matrix3 [0.99974,0.0227914,0] [-0.0227914,0.99974,0] [0,0,1] [319.69,23.5591,697.076])), (hierarchytable name:"•¥ˆSETC" offset:25808 parent:"SPECIFIC" parentoffset:23632 level:3 matrix:(matrix3 [0.985087,-0.0148461,-0.171417] [0.0146263,0.99989,-0.00254515] [0.171436,0,0.985195] [280.688,23.5319,697.027])), (hierarchytable name:"–¥ˆSETC" offset:25936 parent:"SPECIFIC" parentoffset:23632 level:3 matrix:(matrix3 [0.999886,-0.0151186,0] [0.0151186,0.999886,0] [0,0,1] [300.246,23.1158,697.076])), ...)

-- path: #("D:\Game Model Ripping\TDU2\euro\level\ibiza\area-0\area-0-3\sector-0-3-4-5\sector-0-3-4-5-o.3dd", "D:\Game Model Ripping\TDU2\euro\level\ibiza\area-0\area-0-3\sector-0-3-4-5\sector-0-3-4-5.3dd")
-- maxLevel: 6
-- type: "HIEA"
-- filename: "D:\Game Model Ripping\TDU2\euro\level\ibiza\area-0\area-0-3\sector-0-3-4-5"
-- f: <BinStream:D:\Game Model Ripping\TDU2\euro\level\ibiza\area-0\area-0-3\sector-0-3-4-5\sector-0-3-4-5-o.3dd>

-- instances: #((instancestable name:"BLOCK" offset:7376 matrix:(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0]) materialsoffset:32 meshname:"BLOCK"), (instancestable name:"DYNAMIC" offset:7200 matrix:(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0]) materialsoffset:undefined meshname:undefined), (instancestable name:"SB_BG_C" offset:13360 matrix:(matrix3 [-0.792871,0,0.609389] [0,1,0] [-0.609389,0,-0.792871] [187.39,2.08566,685.454]) materialsoffset:1824 meshname:"›B_BG_C_"), (instancestable name:"SB_BG_G" offset:12656 matrix:(matrix3 [0.556675,0,0.830731] [0,1,0] [-0.830731,0,0.556675] [387.678,1.98923,446.106]) materialsoffset:1296 meshname:"›B_BG_G_"), (instancestable name:"SB_BG_I" offset:13008 matrix:(matrix3 [-0.521744,0,0.853102] [-0.0318873,0.999301,-0.0195018] [-0.852506,-0.0373781,-0.521379] [387.421,2.03839,495.09]) materialsoffset:1616 meshname:"›B_BG_I_"), (instancestable name:"SB_BG_J" offset:12832 matrix:(matrix3 [0.242552,0,0.970138] [0,1,0] [-0.970138,0,0.242552] [395.776,2.41525,466.434]) materialsoffset:1456 meshname:"›B_BG_J_"), (instancestable name:"NETWORK" offset:7552 matrix:(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0]) materialsoffset:160 meshname:"NETWORK"), (instancestable name:"—F_WSETA" offset:14240 matrix:(matrix3 [0,0,0.930703] [0,0.930703,0] [-0.930703,0,0] [311.955,25.4789,762.563]) materialsoffset:2080 meshname:"—¥§WSETA"), (instancestable name:"˜F_WSETA" offset:14416 matrix:(matrix3 [-1,0,0] [0,1,0] [0,0,-1] [272.261,25.4478,762.392]) materialsoffset:2144 meshname:"˜¥§WSETA"), (instancestable name:"FU_SBOTA" offset:17056 matrix:(matrix3 [0.560812,-0.0235261,-0.827609] [-0.0927652,0.991517,-0.0910459] [0.82273,0.127833,0.553872] [376.54,0.121651,486.296]) materialsoffset:1104 meshname:"¥_SBOTA"), (instancestable name:"¥…SBOTA" offset:16880 matrix:(matrix3 [-0.214905,-0.0129004,-0.97655] [-0.125895,0.991936,0.0146015] [0.968487,0.126081,-0.214796] [387.338,1.76624,468.751]) materialsoffset:1104 meshname:"¥_SBOTA"), (instancestable name:"¥…‘SBOTA" offset:11952 matrix:(matrix3 [-0.270812,-0.113118,-0.955963] [-0.181193,0.981311,-0.0647879] [0.945426,0.155668,-0.286247] [377.259,0.668373,218.752]) materialsoffset:1104 meshname:"¥_SBOTA"), (instancestable name:"˜F_WSETB" offset:10368 matrix:(matrix3 [-0.589527,0,0.807749] [0,1,0] [-0.807749,0,-0.589527] [755.887,52.0563,420.063]) materialsoffset:704 meshname:"˜¥§WSETB"), (instancestable name:"FU_SBOTB" offset:16704 matrix:(matrix3 [1,0,0] [0,1,0] [0,0,1] [367.473,-0.0882887,440.065]) materialsoffset:896 meshname:"¥_SBOTB"), (instancestable name:"¥…SBOTB" offset:11248 matrix:(matrix3 [0.29687,0,-0.954918] [0,1,0] [0.954918,0,0.29687] [335.814,-0.0882887,189.474]) materialsoffset:896 meshname:"¥_SBOTB"), (instancestable name:"SPECIFIC" offset:7728 matrix:(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0]) materialsoffset:undefined meshname:undefined), (instancestable name:"”F_WSETC" offset:13888 matrix:(matrix3 [-0.00801966,0.0886389,0.996032] [0.000713663,0.996064,-0.088636] [-0.999968,0,-0.00805135] [256.434,25.3849,721.94]) materialsoffset:1984 meshname:"”¥§WSETC"), (instancestable name:"•F_WSETC" offset:13536 matrix:(matrix3 [0.989386,0.145312,0] [-0.145312,0.989386,0] [0,0,1] [348.491,25.488,697.113]) materialsoffset:1888 meshname:"•¥§WSETC"), (instancestable name:"–F_WSETC" offset:13712 matrix:(matrix3 [0.99974,0.0227914,0] [-0.0227914,0.99974,0] [0,0,1] [319.69,23.5591,697.076]) materialsoffset:1936 meshname:"–¥§WSETC"), (instancestable name:"•¥ˆSETC" offset:20576 matrix:(matrix3 [0.985087,-0.0148461,-0.171417] [0.0146263,0.99989,-0.00254515] [0.171436,0,0.985195] [280.688,23.5319,697.027]) materialsoffset:1888 meshname:"•¥§WSETC"), ...)

-- MBNAsize: 2192
-- OBJAsize: 3616
-- called in anonymous codeblock; filename: D:\Graphix\Autodesk\3ds Max 2010\Scripts\TDU2_mesh_import v2.mcr; position: 1603; line: 40
-- Frame:
-- modelpath: "D:\Game Model Ripping\TDU2\euro\level\ibiza\area-0\area-0-3\sector-0-3-4-5"
-- convertTex: false
>> MAXScript MacroScript Error Exception: -- No "">"" function for undefined <<
i know that last line is regarding hierarchy which would probably explain why the buildings are all mashed in the corner together, if the hierarchy has failed in some way it doesnt know how to distribute the objects anymore. while it would be nice to get that sorted too my main concern is the landscape not loading with any kind of detail.

If you have any idea what could be happening or how i can get around this, then the help would be greatly appreciated.

Cheers in advance Nobby
Yes! i know that's what i said... But its not what i meant. ;)
madmax
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by madmax »

The contents of this post was deleted because of possible forum rules violation.
Nobby
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by Nobby »

Madmax, its the .Map files you need to tell it to unpack, yes i know the .big files are the large archives, but it seems like the .map files are kinda like an archive list or something , its the .map file it reads to know how to unpack the .big files.
Yes! i know that's what i said... But its not what i meant. ;)
zuckbin
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by zuckbin »

Madmax,

Just put all files in root folder game and just launch unpack.cmd....that's all

Wait and enjoy.

After that you need to launch game with the TDU2 Light Launcher from Knyazev

Bye
madmax
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by madmax »

Holy cow! It worked and the game also starts with no problem!
Thank you so much!

Now I need to figure out how to edit weather & atmosphere files (.bnk)
Something like in here I guess:
C:\Program Files (x86)\Atari\TDU2\Euro\Bnk\islands\hawai\fx
There are also some XMB files, but they cannot be edited directly (unreadable source code). :oops:

Oahu's atmosphere has too strong fog which makes it kind of ugly. There was much better (close to realistic) atmosphere in TDU1.

EDIT:
TDU Modding Tools 1.16 and Bnk File Editor both are unable to open TDU2 .bnk files. How can I open them and edit contents?
acbx
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by acbx »

There are hud files which are openable with the BNK File editor, don't remember if it could extract it and/or repack it.

It is not possible yet to open and edit tdu2 bnk files, yet. Probably not anytime soon though.
madmax
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by madmax »

All I found is .bnk files everywhere (excl. those few cpr and xmb files), no hud files.
If TDU2 bnk files cannot be edited, then how did they edit graphics as shown in earlier posts here?

At least disabling traffic works well, just like it worked in TDU1 (prior v1.66), rename \TDU2\Euro\Bnk\islands\hawai\vehicules\traffic folder to _traffic for example, and voila! I guess it works in ibiza folder as well.
It's very useful if you're sick and tired of being hit by those stupid AI cars that just turn without "looking around" first. Now it's much easier to squeeze the maximum out of Veyron and Koeningsegg. :D

I also managed to decrypt, edit, and encrypt .cpr files successfully. I disabled those 2 movie clips which are quite annoying when starting the game. There are many settings to mess around with (physics settings too). Unfortunately I didn't find anything regarding to bloom and fog in these files yet...
acbx
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by acbx »

The stickers edited during earlier posts are done using texmod. :)

BNKfileeditor can open some tdu2 bnk files, HUD files which are in frontend>hires>guages

Never knew about the traffic, probably never gonna use it but it's nice to know. :)

There are some .cpr files which you can't extract correctly like some of the files in the database folder(like the values db_data which is most likely is the physics) apart from aiconfig, but this has been explained a long time ago why it doesn't work.

Have you checked fx.ini in the FX folder inside the islands(hawaii/ibiza folder) They seem to contain some values which you can modify the weather a bit with, assuming it's the same way as it was in TDU1.

edit; I've tried modifying some values with it in the glow-ingame section, doesn't seem to have an effect in game. :|
madmax
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by madmax »

acbx wrote:Have you checked fx.ini in the FX folder inside the islands(hawaii/ibiza folder) They seem to contain some values which you can modify the weather a bit with, assuming it's the same way as it was in TDU1.

edit; I've tried modifying some values with it in the glow-ingame section, doesn't seem to have an effect in game. :|
Yeah I've already tried that. No visible changes, unfortunately. There's only a few settings anyway, there must be much more somewhere else.
For example, where does the sky get it's color/gradient from? I'd love to improve the sky color, especially sunsets; it's a bit dark and unreal by default.
More beautiful environment gives me better feeling/mood, I hope I'm not the only one. :D
Anyway, that fog (oahu) is most annoying at this point.

TDU1 weather file is different, there's motherload of params and settings. Editing worked well though. 2 files, one contains zillion numbers and params for every weather type (mostly lighting fx and fog), the other just conrols what weather settings (by name) to apply, where and when.
acbx
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by acbx »

Weather settings similar to tdu1 (weather.ini and so on), is probably in one of the .bnk files(weatherfx.bnk?), just have to wait until someone makes a bnkfileeditor for tdu2.

If the sky is a texture(which I doubt it) you could try using texmod cycle through and see if you can find it.

You're not the only one, I still believe that tdu2 has a better atmosphere/feeling(while still looking a bit cartoonish) than tdu1, unfortunately that's about it and the same cannot be said for physics and ffb.
madmax
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by madmax »

acbx wrote:If the sky is a texture(which I doubt it) you could try using texmod cycle through and see if you can find it.
MS Flight Sim. X was really easy to mod, there was a 32x32 .bmp image file (gradient) for every sky condition and time. Filtering (I guess) made it super smooth in game. And GTA has RGB values for skies, a bit harder to mod.

I guess we'll have to wait until someone will create a bnk editor for tdu2. There's a lot of things that can be improved, including those too-green-trees which make the game look even more cartoonish. I have been doing this kind of stuff more than 6 years by now, making environmental graphics/looks better, mostly for GTA though.
acbx
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by acbx »

Well I've been cycling through textures in texmod and I didn't find any for the sky but clouds, rain and so on were there. Got bored and tried replacing textures too like the road(well, simple darkening and sharpening, couldn't be bothered to find one on the net or make one my own).
Image
Unfortunately it seems texmod in tdu2 only loads like 1 random texture that's in a package(unless of course texmod works that way? I dunno lol), like say I have a texture for highway and two lane roads and it chooses one, so I'll be able to see modified two lane roads but not modified highway roads.

So you've worked on some gta texture mods? What mod specifically because there's a bunch of them. As for the colorful trees, tried using enbseries(for colorcorrection) see if I could make it a bit less colorful or maybe a near to black and white look but doesn't seem to work with tdu2, odd considering it has worked for nearly all the games that I've used it on.
madmax
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by madmax »

I think that sky gets it's color from RGB values cycling around (day/night) just like GTA. The same thing must be with fog. It has to be somewhere in text format (editable).
For example, in GTA4 I managed to remove bloom effect completely and made atmosphere look fresh and clean. I started with Vice City (in early 2005) and continued with San Andreas which had horrible sky color, after that (Dec/2006) I improved FSX skies to look more natural, closer to real life.

I found another interesting file: aiconfig.cpr (in Euro\Bnk\database folder)
Since I'm playing with keyboard I got stuck on A1 High challenge (Oahu). It's just too fast for keyboard, and I'm not a great gamer either. Then I modified aiconfig a little so the other racers became slower (similar to TDU1) and winning was easy.
<LowerCoef>0.10</LowerCoef> (original value was 0.60)
<HigherCoef>0.30</HigherCoef> (original value was 1.60)
I guess it works equally on every level (A#, B#, C#), I've not tested it yet.

It's also possible to force certain weather conditions (offline of course) in GamePC.cpr file. For example, I needed rain for Oahu, but it's always sunny there.

Update:
I copied game_weathers.xmb
from
TDU2\Euro\Bnk\islands\ibiza\fx\
to
TDU2\Euro\Bnk\islands\hawai\fx\
and the result is fantastic! Honolulu is actually beautiful, especially around 6-7 pm. No blueish fog anymore. Only mountains and very distant objects are a little blueish like in real life. Feels like summer. :)

Unfortunately, the contents of game_weathers.xmb is encrypted or something. There are some understandable words, but the rest is unreadable crap.
Sky color comes from that file.

I made a video with new atmosphere (stolen from ibiza, lol)
http://www.youtube.com/watch?v=oM8PNCLkQAA
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