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Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Wed Mar 02, 2011 1:29 am
by bigBear
RickPost wrote:Hi guys,
im new to this kind of thing.
I tried to open veyron_super_sport.3dg in Zmodeler, but it doesn't really look like it has imported a 3d model.
Can somebody help me out please? :)
Is that a roadster car?

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Wed Mar 02, 2011 2:06 pm
by RickPost
bigBear wrote:
RickPost wrote:Hi guys,
im new to this kind of thing.
I tried to open veyron_super_sport.3dg in Zmodeler, but it doesn't really look like it has imported a 3d model.
Can somebody help me out please? :)
Is that a roadster car?
Nope it isn't :wink:

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Wed Mar 02, 2011 3:02 pm
by Chipicao
RickPost, did you hide every object except for "D_CAR"? What does "it doesn't really look like it has imported a 3d model" mean anyway? Be more specific, provide a screenshot.
xudo wrote:is there a working method for the .xmb files in the game root folder? The .map files seem to have the same header (XMBF), so it might be a just a trivial thing of adjusting the script a bit.
Bump :) There are other files with the same header as well, like shader files. Decrypting those might help in modding the game graphics.

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Wed Mar 02, 2011 3:18 pm
by toolieo
Hello all,

Myself and a friend did a test with .big & .map files.

Turns out TDU2 will read any .big & .map file.

bigfile_EU_5.big
bigfile_EU_5.map

Rename them to:
test1.big
test1.map

TDU2 reads the test.big & .map which loaded all the cars without issues; the up launcher does not search these files. This also means we can still go online with custom cars mods if we could repack and make our own.

The Up Launcher only checks perimeter files only, I believe to prevent cheating.

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Wed Mar 02, 2011 6:10 pm
by qwerty
Chipicao wrote:Bump :) There are other files with the same header as well, like shader files. Decrypting those might help in modding the game graphics.
it looks like xmbf is some sort of database - it may contain any type of data in it (described in header) - numbers, strings, files (in case of map+big) and others. so it impossible to just "unpack" any of the xmb.
toolieo wrote: TDU2 reads the test.big & .map which loaded all the cars without issues; the up launcher does not search these files. This also means we can still go online with custom cars mods if we could repack and make our own.

The Up Launcher only checks perimeter files only, I believe to prevent cheating.
Yes, game load all the files with no specific order, and there is a field in .map that indicates "version" or "priority" of that .map - the new .map files, released in patches, has higher priority, so the game knows that it should use some files from this .map instead of the original ones. it makes possible to build a map+big with some mod, set to it higher priority and keep original big+map untouched ;)
even more, i'm sure that if you place unpacked (and modified) file with right name in \euro\bnk\ folder the game will load it instead one from big+map. that's the reason why i want the extractor from big+map with original filenames to be made.

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Wed Mar 02, 2011 6:17 pm
by vagos21
qwerty wrote:
even more, i'm sure that if you place unpacked (and modified) file with [b wrote:right name[/b] in \euro\bnk\ folder the game will load it instead one from big+map. that's the reason why i want the extractor from big+map with original filenames to be made.
what if you extract all the files from map, and then extract the bnks too (bnks at first step), since they have full file paths will they be ok for TDU2 to read them, or does it work only with packed bnks?

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Wed Mar 02, 2011 6:28 pm
by qwerty
vagos21 wrote:what if you extract all the files from map, and then extract the bnks too (bnks at first step), since they have full file paths will they be ok for TDU2 to read them, or does it work only with packed bnks?
files in bnks (with fullnames) are accessed by game as <HDD>D:\Eden-Prog\Games... (name starts with <HDD>), so files unpacked from bnks will not be loaded directly, until you patch the game.

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Wed Mar 02, 2011 6:41 pm
by toolieo
So...

It's like this?

C:\Program Files (x86)\Atari\TDU2\Euro\Vehicules\cars\citroen\2cv\2cv.bnk

Or

C:\Program Files (x86)\Atari\TDU2\Euro\Vehicules\cars\citroen\2cv.bnk

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Wed Mar 02, 2011 7:35 pm
by Chipicao
qwerty wrote: even more, i'm sure that if you place unpacked (and modified) file with right name in \euro\bnk\ folder the game will load it instead one from big+map. that's the reason why i want the extractor from big+map with original filenames to be made.
OK, send me that modified executable add I'll start exploring. I can do all houses/garages, shops and cars. Afterwards maybe I can start on the map and missions.

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Wed Mar 02, 2011 8:10 pm
by qwerty
i start a game with a couple of unpacked (and slightly modified) files placed to euro\bnk\ with original names, and it has no effect. so i was wrong - game don't load files from that folder by default, maybe it load them only if they not exist in big+map?.. :(

ok, there is my exe and answers to some questions, you may ask about it...
Mirror 1 or Mirror 2
password: XeNTaX
-Can you tell me what is involved? I want to help you but I don't want to risk getting banned from tdu2, please forgive my lack of knowledge in this area, but I just want to make sure I will be safe.
-I get nodvd for the game (because it has protection removed from it), and modify hash-generating function that it writes hash and filename into text file "filelist.log" in game folder. If you afraid to be banned from online, you can create new offline profile in game and play from it, or even disable your internet connection during gameplay. It is no matter you play online or offline - filelist.log is generated when you play with this modified exe. There is no any cheating applied in this exe, but I used exe v069 (the very first one) and now there are 2 or 3 patches released by developers, so you may be unable to play online with this older version (I didn't check this). But you can save this modified exe with different name (TestDrive2_filelist.exe, for example) and run it when you want to play offline and contribute into filelist building; when you want to play online - run your game with UpLauncher.exe and it will be 100% untouched (but hashes will not be added to filelist.log during gameplay). filelist.log is plain text file, you can view it with any text editor (notepad, wordpad, etc) and it contains NO information about your profile or any other personal information - just names of game resource files (that every copy of game have) and hashes from this names.

-Should I buy a car or a house for getting its name in filelist?
-No. You may test drive a car at car dealer and game will load resource files for that car and thats will be enough. With houses you may do a virtual tour to the house from real estate. Thats will be enough too. But roads... Drive as much as possible, try to not teleport to objects, already opened on your map. :D

-Ok, I have played a lot, this filelist.log file is pretty big now, what should I do now?
-Pack it with zip or rar, give it a name like filelist-your_nick-date_of_upload.zip (for easier sorting of this files) and upload somewhere, or attach to post on forum. I (or anyone else) download them, merge into 1 file, clean up duplicate strings and post it here. And please, give a short description of what areas, cars and other data may be in your filelist, on which language you played, so other players may explore another areas and cars. After uploading you may delete filelist.log in your game folder and start to build another one :)

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Wed Mar 02, 2011 9:03 pm
by Chipicao
I tried that and it crashes. Perhaps it needs a parameter like the "-loose" used with Shift.

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Thu Mar 03, 2011 6:01 am
by qwerty
Now I have ~1800 known hashes from over 9000. There are some Ibiza areas, few houses and cars, no Hawaii areas yet. So, it's a lot of work to do :)

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Thu Mar 03, 2011 11:23 am
by Chipicao
If you already started ibiza, should I do Hawaii?

EDIT: Damn, after about half an hour of gameplay I found out I need to run it as admin, otherwise it can't create the log file :(

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Thu Mar 03, 2011 2:33 pm
by xudo
Ok, here's some, didn't mess in the game that much yet. The modified .exe works good, no problems there. I got around 6500 lines, but cleaned it to unique lines of 890. I didn't check yet if cycling through all the clothes, styles and colors is really necessary, they might be loaded when you enter the place.

Code: Select all

Some roads explored at west Ibiza.

Lotus S3

Used car shop
------------
Alfa Romeo MiTo Quadrifoglio Verde
Lancia Delta
Hummer H3
Ford Mustang Fastback Cruise-O-Matic

European cars (north)
-------------------
VW Golf GTi
VW Touareg
RUF RK Spyder
RUF Rt 12
RUF Rturbo
RUF RGT

European cars (south)
---------------------
Spyker D8
Spyker C12
Koenigsegg CCXR
Bugatti Veyron 16.4
Bugatti Veyron 16.4 Grand Sport

Shops
-----
B-Miami all clothes previewed

Hairdresser all styles / colors

Stickers shop [south]

Missions
---------
Drop off at the offroad school

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Fri Mar 04, 2011 4:30 am
by Knyazev
I tried to start unpacked game, as a result game was crashed.

Whether probably to start unpacked game?