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Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Sun Mar 13, 2011 11:08 pm
by Chipicao
For that we need a way to re-pack bnk files.

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Mon Mar 14, 2011 12:20 am
by qwerty
Chipicao wrote:There should be a location on the map where you can hear music, like in a club.
Yeah, I've tried to find this out too. Listening this wav and thinking exactly the same. :)
There is "Pacha" nightclub on ibiza, I drove near it for some time, but no result (not hearing any music, nor getting new hash in filelist). Maybe music plays only on some hours in game (on evening and night?), or maybe it plays in absolutely different place.

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Mon Mar 14, 2011 2:27 am
by Chipicao
I think it's only at night. I'll have too look for it when I have the patience to wait for time to advance in game :D

Meanwhile I remembered that db_data.cpr, although not fully decrypted/unpacked, still has readable filenames. So I started searching for remaining phonecalls:

Code: Select all

477B638BAA733261 "euro/bnk/sound/voices/us/pc_05_hawai.wav"
BEFED2BE17B75EDB "euro/bnk/sound/voices/us/pc_10_reward_car.wav"
9914E47BCFFCCCD9 "euro/bnk/sound/voices/us/pc_11_chase_intro_ibiza.wav"
F3683BFBA0578ED0 "euro/bnk/sound/voices/us/pc_12_chase_intro_hawai.wav"
C44554922364B14E "euro/bnk/sound/voices/us/pc_29_hair_dresser.wav"
A9FD34D50F7E1660 "euro/bnk/sound/voices/us/pc_35_photograph_end.wav"
CFF554E53C42CDF7 "euro/bnk/sound/voices/ru/pc_05_hawai.wav"
B0B6386EE888492B "euro/bnk/sound/voices/ru/pc_10_reward_car.wav"
33A217A8A45B35D8 "euro/bnk/sound/voices/ru/pc_11_chase_intro_ibiza.wav"
59DEC828CBF077D1 "euro/bnk/sound/voices/ru/pc_12_chase_intro_hawai.wav"
38797E4B118A5996 "euro/bnk/sound/voices/ru/pc_29_hair_dresser.wav"
2CF9C0D9027D7F4C "euro/bnk/sound/voices/ru/pc_35_photograph_end.wav"
EDIT: more

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5EA6F7DF1132CEEB "euro/bnk/scenarics/packs/stickers/st_elments_c.bnk"

B60EF3E6FB3ACD28 "euro/bnk/sound/voices/us/police/car1011.wav"
B60EF3E6FB3ACD2B "euro/bnk/sound/voices/us/police/car1012.wav"
B60EF3E6FB3ACD2A "euro/bnk/sound/voices/us/police/car1013.wav"
B60EF3E6FB3ACD2D "euro/bnk/sound/voices/us/police/car1014.wav"
B60EF3E6FB3ACD2C "euro/bnk/sound/voices/us/police/car1015.wav"
B60EF3E6F83ACD28 "euro/bnk/sound/voices/us/police/car2011.wav"
B60EF3E6F83ACD2B "euro/bnk/sound/voices/us/police/car2012.wav"
B60EF3E6F93ACD28 "euro/bnk/sound/voices/us/police/car3011.wav"
BDD33EDF8A185898 "euro/bnk/sound/voices/ru/police/car1011.wav"
BDD33EDF8A18589B "euro/bnk/sound/voices/ru/police/car1012.wav"
BDD33EDF8A18589A "euro/bnk/sound/voices/ru/police/car1013.wav"
BDD33EDF8A18589D "euro/bnk/sound/voices/ru/police/car1014.wav"
BDD33EDF8A18589C "euro/bnk/sound/voices/ru/police/car1015.wav"
BDD33EDF89185898 "euro/bnk/sound/voices/ru/police/car2011.wav"
BDD33EDF8918589B "euro/bnk/sound/voices/ru/police/car2012.wav"
BDD33EDF88185898 "euro/bnk/sound/voices/ru/police/car3011.wav"
170 files left - 24 bnk and 57 wav files; the rest are mostly ig2

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Mon Mar 14, 2011 5:53 am
by qwerty
only 3 files...

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DF8A339EEB0E30CF "euro/bnk/islands/casino/level/roadinspection.pth"
D025B440C4A9EC60 "euro/bnk/islands/casino/scenarics/press_start.bnk"
1BCA25FA163BA3FF "euro/bnk/islands/hawai/scenarics/press_start.bnk"

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Mon Mar 14, 2011 7:12 am
by Chipicao
Some xmb files also contain filenames (ex. euro\bnk\islands\hawai\sound\ambience\ambiences.xmb)

Code: Select all

D5D39DFC0044592B "euro/bnk/islands/hawai/sound/ambience/commercial.wav"
1DF71FE5F11B2830 "euro/bnk/islands/hawai/sound/ambience/industrie.wav"
there are 55 wave files remaining
44 with english speech but different accents - these are probably not used
9 menu/background music - possibly from club houses
2 ambient sounds

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Mon Mar 14, 2011 3:43 pm
by ludo1
vagos21 wrote:@ludo, try to download another version of quickbms, even though i never reported it, i had the same problem but solved it this way.
For example wich one???

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Mon Mar 14, 2011 5:43 pm
by vagos21
ludo1 wrote:
vagos21 wrote:@ludo, try to download another version of quickbms, even though i never reported it, i had the same problem but solved it this way.
For example wich one???
i'd already have typed this if i knew which one it was :D but the exe doesn't have any version in it, they all appear as 0.0.0.0... try to download a few and see what happens ;)

@chipicao! u're the give-me-a-tool-and-i-show-you-what-i-can-do guy!! 8)

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Mon Mar 14, 2011 5:48 pm
by aluigi
eh???
I'm the author of quickbms so if you have found a problem in the latest version (0.4.10b) I would like to know it, thanx

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Mon Mar 14, 2011 6:12 pm
by vagos21
aluigi wrote:eh???
I'm the author of quickbms so if you have found a problem in the latest version (0.4.10b) I would like to know it, thanx
don't worry, i finally downloaded your latest version 0.4.1 and it could run every script, it was in the beginning that i had problems, yes the latest is ok now :)

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Mon Mar 14, 2011 10:23 pm
by toolieo
@aluigi: I am sure by now you know that your TDUDec decrypts (.cpr) files within TDU2.

However, there is one .cpr file that cannot be decrypted using TDUDec. Is it possible you could look at the .cpr file and see whats different?

http://www.gamefront.com/files/20127175/db_dataCPR.rar

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Mon Mar 14, 2011 11:35 pm
by Chipicao
Chipicao wrote:Has anyone looked at the file db_data.cpr?
... even after you decrypt it with tdudec, you still can't read it properly because it's one of those XMBF formats.
tdudec does work, it's just that this particular file is not in plain text format like the other cprs, it has the XMBF header found in .map, .xmb and .sob (shader) files.

So we need to "unpack" it somehow after it's decrypted, if that is even possible:
qwerty wrote: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.

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Mon Mar 14, 2011 11:41 pm
by vagos21
exactly, like chipicao said, an xmb unpacker will not help in this case, maybe more of a "viewer", which is something i'm working on right now...

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Tue Mar 15, 2011 12:46 am
by Chipicao
These are the hashes the game uses for Abarth Punto
D6DA7F2558F4A1AC "euro/bnk/vehicules/rim/abarth/punto_abarth_f_01.bnk"
BB8CFB9620E6639E "vehicules/rim/abarth/punto_abarth_f_01.bnk"
Unfortunately neither of them exists, so I guess 1B85524B4324A7B3.bin (the file that actually contains those rims) is just a leftover that we can ignore.

Found some more hashes:

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ACD1729C44CE8623 "euro/bnk/vehicules/med/enzoffx_low.bnk"
CCF7A9D6F5B8C133 "euro/bnk/vehicules/med/touareg_v8_tdi_low.bnk"
5A87273A90A4D341 "euro/bnk/vehicules/med/generic_traffic_low.bnk"
47570BBE2A0DA145 "euro/bnk/scenarics/world_aircrafts.bnk"
786F447DC48C0840 "euro/bnk/scenarics/world_boats.bnk"

005959A60F33F355 "euro/bnk/ig2/ch1n1a5t.ig2"
005959A60C30F553 "euro/bnk/ig2/ch1n2b3r.ig2"
005959A60D33F340 "euro/bnk/ig2/ch1n3a5a.ig2"
005959A60A30F555 "euro/bnk/ig2/ch1n4b3t.ig2"
005959A60B33F352 "euro/bnk/ig2/ch1n5a5s.ig2"
005959A60833F253 "euro/bnk/ig2/ch1n6a4r.ig2"
005959A60933F253 "euro/bnk/ig2/ch1n7a4r.ig2"
005959A60633F255 "euro/bnk/ig2/ch1n8a4t.ig2"
112644A6AF343552 "euro/bnk/ig2/ch2n1c3r.ig2"
112644A6AC363552 "euro/bnk/ig2/ch2n2a3r.ig2"
112644A6AD363541 "euro/bnk/ig2/ch2n3a3a.ig2"
112644A6AA343554 "euro/bnk/ig2/ch2n4c3t.ig2"
112644A6AB363452 "euro/bnk/ig2/ch2n5a2r.ig2"
112644A6A8363453 "euro/bnk/ig2/ch2n6a2s.ig2"
112644A6A9363754 "euro/bnk/ig2/ch2n7a1t.ig2"
112644A6A6363754 "euro/bnk/ig2/ch2n8a1t.ig2"

056F147B472622A0 "euro/bnk/ig2/cha3a01r.ig2"
056F147B472621A6 "euro/bnk/ig2/cha3a02t.ig2"
056F147B472620A6 "euro/bnk/ig2/cha3a03t.ig2"
056F147B472627A0 "euro/bnk/ig2/cha3a04r.ig2"
056F147B472626A0 "euro/bnk/ig2/cha3a05r.ig2"
056F147B472625A1 "euro/bnk/ig2/cha3a06s.ig2"
056F147B472624B3 "euro/bnk/ig2/cha3a07a.ig2"
056F147B442622A0 "euro/bnk/ig2/cha3b01r.ig2"
056F147B442621A0 "euro/bnk/ig2/cha3b02r.ig2"
056F147B442620A0 "euro/bnk/ig2/cha3b03r.ig2"
056F147B442627B3 "euro/bnk/ig2/cha3b04a.ig2"
056F147B442626A0 "euro/bnk/ig2/cha3b05r.ig2"
056F147B442625A6 "euro/bnk/ig2/cha3b06t.ig2"
056F147B442624A1 "euro/bnk/ig2/cha3b07s.ig2"

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Wed Mar 16, 2011 8:39 am
by PeteTripper
Thanks for all the work you guys have put in, I did plan to help get filelists but you are just to efficient! Every time I looked up you had done more and more and I just didn't know where to start so I left it for you to sort out.

I do have a question for vagos, are you going to look into doing more work on the max script? I am wanting to get the terrain files out, I have tried the existing script but it just brings up flat planes and no elevations.

If you do go ahead with a script, would be you able to make it so you can just start at the base directory for the areas? for example, start the script in 'level\hawai\area-1' and it will go through all the sub folders and load up the whole area? It would be good to start at 'level\hawai' but I think that would just be too much for a system to handle.

Re: Test Drive Unlimited 2 [2011/BNK]

Posted: Wed Mar 16, 2011 10:57 am
by vagos21
PeteTripper wrote:Thanks for all the work you guys have put in, I did plan to help get filelists but you are just to efficient! Every time I looked up you had done more and more and I just didn't know where to start so I left it for you to sort out.

I do have a question for vagos, are you going to look into doing more work on the max script? I am wanting to get the terrain files out, I have tried the existing script but it just brings up flat planes and no elevations.

If you do go ahead with a script, would be you able to make it so you can just start at the base directory for the areas? for example, start the script in 'level\hawai\area-1' and it will go through all the sub folders and load up the whole area? It would be good to start at 'level\hawai' but I think that would just be too much for a system to handle.
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
ImportTerra.zip