Test Drive Unlimited2 .3DG filter (10.Novermber.2011)
Moderator: Oleg
Test Drive Unlimited2 .3DG filter (10.Novermber.2011)
TDU2 .3dg filter Release Notes:
The filter is available in ZModeler 2.2.6.
Make sure to use it with ZModeler 2.2.6, since filter uses the same file extension as TDU1 filter. If you used ZMAutoUpdate tool, make sure TestDriveUnlimited_bnk.zmf file is no longer available in ZModeler\Filters folder. There should be TestDriveUnlimited1.zmf and TestDriveUnlimited2.zmf files from now on.
The filter requires .3DG/.3DD/.2DM files extracted from .BNK files which are, in a run, must be extracted from .BIG files.
You can find scripts for QuickBMS tool at xentax.com forums. I don't have permission to post them here directly, so here are some links:
BMS script (copy and paste; save as tdu2.bms file)
http://forum.xentax.com/viewtopic.php?f ... 1&start=60
QuickBMS tool:
http://aluigi.altervista.org/papers.htm#quickbms
The filter requires .3DG, .3DD, .2DM files extracted; .2DB Textures should be in "maps" folder or in any accessable folder for ZModeler. The filter allows to "examine availability" of textures in ZModeler-accessable folders, so textures could be loaded properly.
To unpack and repack BNK files, use Mini BNK Manager Beta 3 (or higher).
There are limitations and guides on materials export, you will find them in this guide thread:
http://forum.zmodeler2.com/viewtopic.php?f=15&t=5375
An XML file with object names resolvation is attached. Download and put it into ZModeler2\Install folder. Warnings like "Can not resolve string *****" are not significant and you still can export such a scene.
NOTE: Repacking BNK files.
It is preferable to use the latest BNK Modding Tool to repack files. If you use Mini BNK Manager, make sure to Load original BNK file into manager (a pair of buttons in top-right corner) and then you can repack the same BNK file (do not overwrite an original, since you will need it each time you repack your modded BNK file). Make sure to load proper file before each repack: For example, you need to load "s3.bnk" before repacking Audi S3 exterior model from Example Pack, then you need to load "s3_i.bnk" to repack Interior model of Audi S3.
Wheels position solution
Read this post related to wheels position:
http://forum.zmodeler2.com/viewtopic.ph ... 502#p30502
The filter is available in ZModeler 2.2.6.
Make sure to use it with ZModeler 2.2.6, since filter uses the same file extension as TDU1 filter. If you used ZMAutoUpdate tool, make sure TestDriveUnlimited_bnk.zmf file is no longer available in ZModeler\Filters folder. There should be TestDriveUnlimited1.zmf and TestDriveUnlimited2.zmf files from now on.
The filter requires .3DG/.3DD/.2DM files extracted from .BNK files which are, in a run, must be extracted from .BIG files.
You can find scripts for QuickBMS tool at xentax.com forums. I don't have permission to post them here directly, so here are some links:
BMS script (copy and paste; save as tdu2.bms file)
http://forum.xentax.com/viewtopic.php?f ... 1&start=60
QuickBMS tool:
http://aluigi.altervista.org/papers.htm#quickbms
The filter requires .3DG, .3DD, .2DM files extracted; .2DB Textures should be in "maps" folder or in any accessable folder for ZModeler. The filter allows to "examine availability" of textures in ZModeler-accessable folders, so textures could be loaded properly.
To unpack and repack BNK files, use Mini BNK Manager Beta 3 (or higher).
There are limitations and guides on materials export, you will find them in this guide thread:
http://forum.zmodeler2.com/viewtopic.php?f=15&t=5375
An XML file with object names resolvation is attached. Download and put it into ZModeler2\Install folder. Warnings like "Can not resolve string *****" are not significant and you still can export such a scene.
NOTE: Repacking BNK files.
It is preferable to use the latest BNK Modding Tool to repack files. If you use Mini BNK Manager, make sure to Load original BNK file into manager (a pair of buttons in top-right corner) and then you can repack the same BNK file (do not overwrite an original, since you will need it each time you repack your modded BNK file). Make sure to load proper file before each repack: For example, you need to load "s3.bnk" before repacking Audi S3 exterior model from Example Pack, then you need to load "s3_i.bnk" to repack Interior model of Audi S3.
Wheels position solution
Read this post related to wheels position:
http://forum.zmodeler2.com/viewtopic.ph ... 502#p30502
- Attachments
-
- tdu_names.zip
- Object names resolvations for TDU1, TDU2
- (1.32 KiB) Downloaded 1247 times
Last edited by Oleg on Mon Mar 07, 2011 1:01 am, edited 1 time in total.
+1
but could we get an explanation of what maps utilize the 2nd and 3rd channels? because the material editor and associated maps don't load the channel (only channel 1)
it seems as if channel 1 is for the dirt, and channel 2 is the main mapping- but for example, the doors have a 3rd channel, and only one of those channels seem to have mapping (1)
but could we get an explanation of what maps utilize the 2nd and 3rd channels? because the material editor and associated maps don't load the channel (only channel 1)
it seems as if channel 1 is for the dirt, and channel 2 is the main mapping- but for example, the doors have a 3rd channel, and only one of those channels seem to have mapping (1)
well, lookn at the Super Sport, the main carbon mapping has to go on the 2nd channel, otherwise, it would be all stretched to sh*t
seems to be the same with the rest of the vehicles as well (channel 1 mapping is the dirt/scratches/ect - channel 2 is the main)
- channel1 - channel2
but it's all good, I've already manually remapped it.. and I'll copy the 2nd channel as channel1 on that specific mesh/material
so regardless, excellent work on this Oleg, can't wait to see if there will be a potential export
seems to be the same with the rest of the vehicles as well (channel 1 mapping is the dirt/scratches/ect - channel 2 is the main)
- channel1 - channel2
but it's all good, I've already manually remapped it.. and I'll copy the 2nd channel as channel1 on that specific mesh/material
so regardless, excellent work on this Oleg, can't wait to see if there will be a potential export
Extracting BIG files
Hi there,
I didn't get the point, how to extract BIG files.
I've tried with the progs "FinalBIG" and "Big-Editor", but didn't work at all with me, or am I doing something wrong?
I didn't get the point, how to extract BIG files.
I've tried with the progs "FinalBIG" and "Big-Editor", but didn't work at all with me, or am I doing something wrong?
Re: Extracting BIG files
Yes, how extract from big format, files for ZModeler???Anonymous wrote:Hi there,
I didn't get the point, how to extract BIG files.
I've tried with the progs "FinalBIG" and "Big-Editor", but didn't work at all with me, or am I doing something wrong?
Please help!!!!
Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)
Does anyone have .bms scripts for the new Exploration Pack .big.
my original .bms scripts can't extract it.
my original .bms scripts can't extract it.
Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)
Hi oleg,
any little chance to have BNK repacker script in Zmod2 ?
any little chance to have BNK repacker script in Zmod2 ?
Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)
Oleg, please re-upload the "tdu_names.xml" file.
Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)
Hi Oleg,
tools are almost ready to handle new 3dg/3dd/2dm + 2db in a changed BNK. The game does allow it without a single complain
now, 3D modders are awaiting your filter to really begin on TDU2. Could you give us a hint about when it will be released ?
Additionally, do you need help or encounter troubles about it ? Happy to provide kind of a hand, always.
Thanks from France !
tools are almost ready to handle new 3dg/3dd/2dm + 2db in a changed BNK. The game does allow it without a single complain
now, 3D modders are awaiting your filter to really begin on TDU2. Could you give us a hint about when it will be released ?
Additionally, do you need help or encounter troubles about it ? Happy to provide kind of a hand, always.
Thanks from France !
Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)
Hi Oleg !!!
the Djey repacker work fine now, so, all the TDU comunity wait for you and ur amazing soft !!!
or maybe u prefer keep the new TDU2 filter for ZMOD3
cordially
the Djey repacker work fine now, so, all the TDU comunity wait for you and ur amazing soft !!!
or maybe u prefer keep the new TDU2 filter for ZMOD3
cordially
Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)
nope, it will be for ZMod2. I'm working on it at the moment.
Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)
Is there anything you are concerned about? Or do you think its pretty straight forward like TDU1 exporter?
Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)
Ok, I've uploaded ZModeler 2.2.6 (redownload from zmodeler site, not available via autoupdater). Get a TDU2 Example Pack on the site too.
This is not a release yet, just to run first tests and such.
I'll write an extended guide thread for materials and their settings later. Currently several guide notes:
1. need a game unpacked and running with a Euro\Bnk files;
2. Djey's MiniBNKManager tool is required to "Repack" BNK files;
3. all common (cars_common.BNK) .2DB textures must be unpacked and put into ONE folder; this folder should be available to ZModeler as a "Textures Search Path" entry in Options\Settings\Services\Textures.
4. Material texture slots shoduld be exactly followed to original or example pack's settings. There are lots of variations and freedom, I'll write a guide later;
4.a consider switching texture layer options to "Advanced" mode to be able to set (or view) valid settings for each texture layer.
Texture layers that were DISABLED upon import, must stay disabled when you Export the scene. You can enable them to view settings or change textures, but make sure to disable these layers before export.
P.S. a car's paint color issue is not yet addressed. The car appears improperly painted when you "test drive". It's Ok at dealer shop, you can preview it's different paint, but it's wrong when you drive out.
Interior color seems to stuck on default settings (usually black plastic + red leather design) and does not change when you buy the car.
Both problems appear even on unmodified vehicle after Unpack\Repack operation, so I can't be sure whether it's ZModeler fault or just a re-packing problem.
This is not a release yet, just to run first tests and such.
I'll write an extended guide thread for materials and their settings later. Currently several guide notes:
1. need a game unpacked and running with a Euro\Bnk files;
2. Djey's MiniBNKManager tool is required to "Repack" BNK files;
3. all common (cars_common.BNK) .2DB textures must be unpacked and put into ONE folder; this folder should be available to ZModeler as a "Textures Search Path" entry in Options\Settings\Services\Textures.
4. Material texture slots shoduld be exactly followed to original or example pack's settings. There are lots of variations and freedom, I'll write a guide later;
4.a consider switching texture layer options to "Advanced" mode to be able to set (or view) valid settings for each texture layer.
Texture layers that were DISABLED upon import, must stay disabled when you Export the scene. You can enable them to view settings or change textures, but make sure to disable these layers before export.
P.S. a car's paint color issue is not yet addressed. The car appears improperly painted when you "test drive". It's Ok at dealer shop, you can preview it's different paint, but it's wrong when you drive out.
Interior color seems to stuck on default settings (usually black plastic + red leather design) and does not change when you buy the car.
Both problems appear even on unmodified vehicle after Unpack\Repack operation, so I can't be sure whether it's ZModeler fault or just a re-packing problem.
Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)
Excellent.
Btw your new Zmodeler 2.2.6 has the "Side by side configuration" error, I never had this with 2.2.5 is there any new updates we need?
Btw your new Zmodeler 2.2.6 has the "Side by side configuration" error, I never had this with 2.2.5 is there any new updates we need?
Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)
Yup, probably. I have upgraded all the stuff here while working on zmodeler3, so zmodeler2 builds might got affected too.
Do you have a Windows Update enabled and running? I don't know which packages got updated..
try installing this one:
http://www.microsoft.com/download/en/de ... px?id=5555
and try to run zm. If still no luck, may be this one will help:
http://www.microsoft.com/download/en/de ... px?id=8328
Let me know if these packages resolve the issue.
Do you have a Windows Update enabled and running? I don't know which packages got updated..
try installing this one:
http://www.microsoft.com/download/en/de ... px?id=5555
and try to run zm. If still no luck, may be this one will help:
http://www.microsoft.com/download/en/de ... px?id=8328
Let me know if these packages resolve the issue.
Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)
Tried that, it has said when trying to install that I have a newer version installed and can't be installed.
I will see what Windows update has to update just to make sure its not just my windows being silly.
I will see what Windows update has to update just to make sure its not just my windows being silly.
Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)
Yep, it was windows update.
There was a security update for both 2005 and 2008, it now works.
Microsoft Visual C++ 2008 Service Pack 1 Redistributable Package
Microsoft Visual C++ 2010 Service Pack 1 Redistributable Package
Microsoft Visual C++ 2008 Service Pack 1 Redistributable Package
Those where updated, on my Windows 7 (x64)
There was a security update for both 2005 and 2008, it now works.
Microsoft Visual C++ 2008 Service Pack 1 Redistributable Package
Microsoft Visual C++ 2010 Service Pack 1 Redistributable Package
Microsoft Visual C++ 2008 Service Pack 1 Redistributable Package
Those where updated, on my Windows 7 (x64)
Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)
Thanks, can't wait to see what modders will be able to perform with thisOleg wrote:Ok, I've uploaded ZModeler 2.2.6 (redownload from zmodeler site, not available via autoupdater). Get a TDU2 Example Pack on the site too.
This is not a release yet, just to run first tests and such.
I'll write an extended guide thread for materials and their settings later. Currently several guide notes:
1. need a game unpacked and running with a Euro\Bnk files;
2. Djey's MiniBNKManager tool is required to "Repack" BNK files;
3. all common (cars_common.BNK) .2DB textures must be unpacked and put into ONE folder; this folder should be available to ZModeler as a "Textures Search Path" entry in Options\Settings\Services\Textures.
4. Material texture slots shoduld be exactly followed to original or example pack's settings. There are lots of variations and freedom, I'll write a guide later;
4.a consider switching texture layer options to "Advanced" mode to be able to set (or view) valid settings for each texture layer.
Texture layers that were DISABLED upon import, must stay disabled when you Export the scene. You can enable them to view settings or change textures, but make sure to disable these layers before export.
P.S. a car's paint color issue is not yet addressed. The car appears improperly painted when you "test drive". It's Ok at dealer shop, you can preview it's different paint, but it's wrong when you drive out.
Interior color seems to stuck on default settings (usually black plastic + red leather design) and does not change when you buy the car.
Both problems appear even on unmodified vehicle after Unpack\Repack operation, so I can't be sure whether it's ZModeler fault or just a re-packing problem.
Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)
Thanks Oleg, I tired it out.
I am not sure about tire positons at this point, I have moved the dummy's [D_TYRE] Into the correct placement but ingame the brake disks and tires go into original car position.
I am not sure about tire positons at this point, I have moved the dummy's [D_TYRE] Into the correct placement but ingame the brake disks and tires go into original car position.
Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)
I've written a quick guide thread for TDU2 filter: http://forum.zmodeler2.com/viewtopic.php?f=15&t=5375
Re: Test Drive Unlimited2 .3DG filter (16.Feburary.2011)
We might probably need some tool to edit Havok Phisics data files... I've seen a screenshot of their editor somewhere, probably it comes with SDK or something like that.Toolieo wrote:I am not sure about tire positons at this point, I have moved the dummy's [D_TYRE] Into the correct placement but ingame the brake disks and tires go into original car position.
I've looked at those file, these are complete mess to be edited with ZModeler, sorry.