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Test Drive Unlimited 2 [2011/BNK]

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

Post by Speeder »

I use TDUdec to decrypt the .cpr (w/ a bat and the basic line "tdudec.exe d db_data.cpr db_data.cpr.txt 1"). And then go with a HexEditor.

For your request I tried but idk why it freezes or doesn't change anything when I try to go to the spot.
But the database is a kind of xmb like the camera moves or the textures scale on the island: you can edit it, but you must do it manual for the moment.
Xarlith
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by Xarlith »

TDUDec is decrypting well. The problem is that decrypted file is in xmb format which is kind of database format, and there is no tool for opening that.

@Speeder Have you managed to do something with those xmb files? Nice, can we get an example?
Sburn250
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by Sburn250 »

Hey guys, I've tried various commands to make the game session start at another time than 2pm in offline mode but nothing works. Since the time scale and weather selection can be tinkered with in the GamePC.cpr file that's where I focused my effort but no go. Any idea?
HankMoody47200
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by HankMoody47200 »

Hi everyone

I've been working on BNK file format for years now, (since mid-2008 to be precise). And many of you should already guess who I really am :ninja:

just so you know, I'm currently addressing full unpack/repack of BNK format (TDU1 / TDU2 as they are very much like the same).

Since I'm getting pretty good results in repacking so far and testing is in progress, I will share with you BNK specs and a tool in a few days.

Next step is to provide that XMB editor.

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

Post by madmax »

HankMoody47200 wrote:I will share with you BNK specs and a tool in a few days.

Next step is to provide that XMB editor.
That would be awesome :!: :)
tomsolo
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by tomsolo »

HankMoody47200 wrote:Hi everyone

Next step is to provide that XMB editor.

ciao!
Hmm sounds, interesting :)
Speeder
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by Speeder »

HankMoody47200 wrote:Hi everyone

I've been working on BNK file format for years now, (since mid-2008 to be precise). And many of you should already guess who I really am :ninja:

just so you know, I'm currently addressing full unpack/repack of BNK format (TDU1 / TDU2 as they are very much like the same).

Since I'm getting pretty good results in repacking so far and testing is in progress, I will share with you BNK specs and a tool in a few days.

Next step is to provide that XMB editor.

ciao!
Nice to hear ****! :mrgreen:
HankMoody47200
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by HankMoody47200 »

XMB topic and specs are in the way ! 8D
tomsolo
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by tomsolo »

Okay, I promised the very simply IGE tutorial, here is :)

How to save any crc, challenge or track to IGE2 file.

a, Making a crc, start Test Drive - Pause game. (Recommended the gmedesigner)
b, Start testing or racing any challenge - Pause game.
c, Start a crc challenge - Pause game

Open TestDrive2 process with a hexeditor like Hxd, search this Hex array below:

Code: Select all

00 00 49 47 45 32 00 00
(00 00 I G E 2 00 00)

In the memory, the IGE file begins with IGE2 string (similar in the file .ig format) and ends, before begin the "car_pos_mat" string. Just scroll far and make selection and copy.
((IGE") 49 47 45 32 < - > FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF)

Create a new hex file and paste selection here. If you want to use this file, in memory save as *.igm. Was easy :)

If you want save as .ig2, search and replace this hex array:

Code: Select all

41 A0
to

Code: Select all

40 E0
but only one value, in the end of file.

Then last 32 byte look similar:

Code: Select all

3F 80 00 00 00 00 00 00 00 00 00 00 41 A0 00 00
FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
to

Code: Select all

3F 80 00 00 00 00 00 00 00 00 00 00 40 E0 00 00
FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
Save as *.ig2.

Replacing, editing tracks in memory
This is only work, if you are making in progress an crc, and test driving (pause).
To replace whole challenge, is possible only restriction the two file size be same.

In other situation, just replace those segments, which you need to change, in game return the editor, test drive again and taaa-daaam, race is changed :)

Usability and some tips
Create new races (time-trials, normal races with bots), and bomb missions: jolt, driving, and convoy misssions (driving, timed, extreme - with any car!), and: multiplayer challenges. The latter was successfully tested with friends - need shared with the files to work - was very funny (replace Dangeroute with a 40km lenght track) . (I don't really understand why it was left out of these options in the game, feeling of cruise my friends was flawless.)

Just replace any existing *.ig2 challenge file with modified by you, but if is an multiplayer challenge, the first checkpoint data must be the original file, because the lobby spot can't placed automatically in first checkpoint - is definied in the spotworld.bin file. (This file is contains all spot places in IGE2 formats, like a list, but i don't recommend to change anything.)

Some value overriding by program/database - eg. car type in the shcool license task, and bot types in cups - but is very funny imho.

Opening .ige2 files
If enabled the GMEDESIGNER - in the GamePC.cpr file -, and you have extracted game, the my challenges menu list all *.ig2 files wich place is in the euro/bnk/ig2 folder (all challenges and your custom ig2 files too.) Some functions disabled in designer - eg save - and drop an error message for all operations, but still useful.

I wrote a simple list the ige format params, which does what. (still incomplete but i think usefull.) See below.

Code: Select all

IGE2		24 bytes		- Header
MDSC		20 bytes		- 
gmth		8 bytes		- Game mode last two byte per type(TimeTrial(00), RaceSolo(03), Speed(0A), Trap(01), EVENT(07) etc)
gmpm		8 bytes		-
isla		8 bytes		- Island
leme		8 bytes		- Mixed datas, eg Laps etc
TEST		8 bytes		* Test TRUE/FALSE?
offR		8 bytes		-
OrMd		8 bytes		- Penalty Mode (Driving, Extrem, Jolt etc)
PeCr		8 bytes		- Penalty Value
dPeLv 	 8 bytes		- Penalty Level
CvBr		12 bytes		- Convoy Vehicle Brand only last one byte (Alfa Romeo = 03 04 00 08 00 00 00 00 00 00 00 02 = 02 )
CvMo		8 bytes		- Convoy Vehicle model use only last 2 bytes (Ascari A10 = 03 04 00 04 00 01 81 = (01 81) = 385
CCol		8 bytes		* Disallow Collison?
forc		8 bytes		- Waymarked path
ChNC		8 bytes		-
SP2R		8 bytes		-
tras		8 bytes		-		
SPPG		8 bytes		-
timG		8 bytes		- Basetime 
ChCD		8 bytes		- Challenge has time limit
CtDw		8 bytes		- Countdown time
ChBo		8 bytes		- Time bonus of chekpoint
next		8 bytes		- Display all checkpoint
ChSD		8 bytes		-
FiMi		8 bytes		-
FiMa		8 bytes		-
FiCG		8 bytes		-
CarB		12 bytes		- 
CarM		8 bytes		-
ChKD		8 bytes		* Check Distance?
CkMi		8 bytes		- Minimal Distance
CkMa		8 bytes		- Maximum Distance
ChTR		8 bytes		- Traffic enabled
trat		8 bytes		- Traffic value
nblp		8 bytes		-
ChCO		8 bytes		- COPS
cops		8 bytes		- COPS Level
Cgli		8 bytes		-
Gmin		8 bytes		* Maybe Time Limit Countdown?
Gmax		8 bytes		* Maybe Time Limit? 
ChSL		8 bytes		-
SLMl		8 bytes		-
SLMi		8 bytes		-
SLML		8 bytes		-
SLMa		8 bytes		-
SLTr		8 bytes		-
SLT2		8 bytes		-
Hcap		8 bytes		* Handicap TRUE/FALSE (maybe work only in bomb mission )
Hwsc		8 bytes		* Handicap type (no windscreens)
Hhlg		8 bytes		* Handicap type (no headlights)
Hbrk		8 bytes		* Handicap type (no break)
Chse		8 bytes		-
Cmid		8 bytes		-
Cdlm		8 bytes		-
ChCB		12 bytes		* Chase Opponent Car Brand? (Maybe as moving obstacles)
ChCM		8 bytes		* Chase Opponent Car Model? (Maybe as moving obstacles)
DmMi		8 bytes		* Chase Minimal Distance
DmMa		8 bytes		* Chase Maximum Distance
MDTL		8 bytes		-
DiCh		8 bytes		-
NbIA		8 bytes		- Number of AI player 
IASA		8 bytes		- 
IASB		12 bytes		* MaybeCar Brand of Ai player
IASC		12 bytes		* MaybeCar Model of AI Car player
IASD		8 bytes		* 
IASI		8 bytes		* Maybe AI License restriction
IASJ		8 bytes		* Maybe AI License restriction
NbCp		8 bytes		-		
CpTs		??? bytes		- Checkpoint Times
Cock		8 bytes		- CockPit View Only (maybe not working)
ChGP		8 bytes		- Use GPS help
Cwwa		8 bytes		- Gps Wrong Way allowed
VSpe		8 bytes		- Restriction Vehicle Specification 
VBra		12 bytes		- Restriction Vehicle Brand
VBrM		12 bytes		- Restriction Vehicle Brand Model
VMod		8 bytes		- Restriction Vehicle Model
Vlt2		8 bytes		- Restriction Licens type (A,B,C)
Vli2		8 bytes		- Restriction Licens category (A1, A2, A3)
fee1		8 bytes		* Maybe fee?
rewm		8 bytes		
dscr		8 bytes		- Display Trajectory
rsl1		8 bytes		- Place of test (Road, School)
rsl2		8 bytes		- Test Type (turn, mixed, etc)
rswh		8 bytes		- Required Water (Sun, Rain, Night) - The missing fetaure when u making a crc
nbtm		11 bytes		* 11? Or nbtm = 11 + '#' + 8 = 20 bytes?
#			8 bytes		- Loop Track
mnme		68 bytes		- Challenge Name, start to @ sign (40) (Max char for name: 64 bytes?) - some challenges have own filename as challenge name (eg. CHA2A05R)
DesC		68 bytes		- Challenge Description, start to @ sign (Max char for description: 124?)
lcpi		8 bytes		-
dbna		8 bytes		* Maybe entry a DBEvents table in the main database.
dbd1		8 bytes		* Maybe entry a DBEvents table in the main database.
ENTI		8 bytes		- Number of Checkpoints, Obstacles and others
CHK2		120 bytes/checkpoint	- Chekpoint data (Maybe use only 76 bytes, the position yxz and rotation.)
VEHI		???	bytes	- Moving obstacle (car) data
*Update: add some tipps, and place params list inline.

Cheers :)
Last edited by tomsolo on Wed Oct 05, 2011 8:47 pm, edited 1 time in total.
Speeder
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by Speeder »

Nice tut! :D
HankMoody47200
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by HankMoody47200 »

tomsolo wrote:Okay, I promised the very simply IGE tutorial, here is :)
I have some information about IGE format for TDU1 (that are user created challenges for TDU1's Drive'Ins, solo and multi race tracks as well). Maybe useful even though a few things might have changed for TDU2.

You should open a dedicated topic for that imo :wink:
tomsolo
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by tomsolo »

If you want to share any information of the ige files, just drop here or send a pm (:
( Imho does not need a separate topic)

I am interested in how can rotate an checkpoint.
HankMoody47200
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by HankMoody47200 »

simple,
- If I send a PM, nothing guarantees other people would get the benefits of the info (:
- posting here will make info to be lost in a moment (so as your tuto), isn't this topic just to be about BNK format ?

Sure a wiki would be the best way to share knowledge, but it still has to be created. :oops:
tomsolo
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Re: Test Drive Unlimited 2 [2011/BNK]

Post by tomsolo »

posting here will make info to be lost in a moment (so as your tuto)
I don't think so :)
isn't this topic just to be about BNK format ?
I don't think so, because currently we can just extract .map, .big, .bin, and .bnk files with quick bms :P.
Knyazev
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TDU2 modding - new wave!

Post by Knyazev »

tomsolo
Thanks for the "ig2" tutorial :)

Soon will be released TDU Modding Tools II (Creator: Djey)
This set of tools will be support games: Test Drive Unlimited and Test Drive Unlimited 2.
More information here: http://j.mp/ouWsIf

_______________-

I will try soon to release a new version of my TDU2 Universal Launcher :)
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