Re: Test Drive Unlimited 2 [2011/BNK]
Posted: Sun Mar 13, 2011 11:08 pm
For that we need a way to re-pack bnk files.
Yeah, I've tried to find this out too. Listening this wav and thinking exactly the same.Chipicao wrote:There should be a location on the map where you can hear music, like in a club.
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"
Code: Select all
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"
Code: Select all
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"
Code: Select all
D5D39DFC0044592B "euro/bnk/islands/hawai/sound/ambience/commercial.wav"
1DF71FE5F11B2830 "euro/bnk/islands/hawai/sound/ambience/industrie.wav"
For example wich one???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.
i'd already have typed this if i knew which one it was 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 happensludo1 wrote:For example wich one???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.
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 nowaluigi 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
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.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.
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.
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.D6DA7F2558F4A1AC "euro/bnk/vehicules/rim/abarth/punto_abarth_f_01.bnk"
BB8CFB9620E6639E "vehicules/rim/abarth/punto_abarth_f_01.bnk"
Code: Select all
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"
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.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.