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PostPosted: Mon Nov 12, 2018 5:06 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 817
The Crew 1/2 map tool will be published here soon

Note: you DONT need to extract ANY files before using the tool, it exports all data right from FAT/DAT files

Whole USA map is split into 20x12 areas (0,0 is south west corner). Each area is square 8x8 sectors.

Notes before using the tool:
- this 1st version only works with The Crew 2, other games will be supported later
- you need oo2core_5_win64.dll from the game, place it next to the tool
- edit crew.ini with your paths

Usage: thecrew2map ax ay sx sy type
ax ay - area coordinates ( x = 0..19, y = 0..11 )
sx sy - sector coordinates ( 0..7 )
(if you set sx=8, sy=8, that will export ALL 64 sectors of an area)
(if you set sy=8, that will export 8 sectors of an area row )
type - with this you can export only one type of objects:
- terrain - terrain mesh (exported separately as .OBJ)
- road - main road
- t1, t2, t3, t4 - four main map object types
- grass - lots of small objects and points (global for the area) - not recommended for extraction
- area - low LOD objects of area (global for the area) - not recommended for extraction
If you dont use type parameter, these will be exported: terrain,road,t1,t2,t3,t4
If you use one of global types (grass or area), sx and sy will be ignored (because these types are for whole area)

Examples:
thecrew2map 1 3 5 7 t1
thecrew2map 1 3 5 7 road
thecrew2map 1 3 5 7

After export, tool will generate:
- ascii files with all map objects (split in 50MB parts)
- obj file with terrain
- materials and textures lists
- all textures used in selected map part in DX10 format

ASCII file will only have the first texture applied for each object. Its usually diffuse map, but sometimes not. This will be fixed later. For auto-loading of textures, you need to replace .XBT extensions to the format you convert them, for example, .PNG

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Attachments:
TheCrew2Map.rar [401.44 KiB]
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PostPosted: Tue Nov 13, 2018 1:25 am 

Joined: Sun Nov 11, 2018 2:27 am
Posts: 9
Is the map procedurally generated in some way? Well since a map that huge would call for something of that sort like in Just Cause.


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PostPosted: Tue Nov 13, 2018 4:42 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 817
Its fully static, with all parts carefully placed exactly where they are.


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PostPosted: Wed Dec 12, 2018 12:05 pm 

Joined: Wed Nov 21, 2018 6:51 am
Posts: 3
That's insanely awesome. Map tool, and then is there any possibility of cars afterwards? And, what of the "scene maps" like inside of the garage and inside dealerships and the like? I would imagine those are not parts of the map, but exist as their own area, or something?


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