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PostPosted: Mon Nov 12, 2018 5:06 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 882
The Crew 1/2 map tool

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

Image

Image

Image


Attachments:
TheCrew2Map.rar [401.44 KiB]
Downloaded 415 times


Last edited by id-daemon on Wed Apr 10, 2019 5:36 pm, edited 1 time in total.
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PostPosted: Tue Nov 13, 2018 1:25 am 

Joined: Sun Nov 11, 2018 2:27 am
Posts: 13
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: 882
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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PostPosted: Tue Apr 09, 2019 1:41 pm 

Joined: Tue Apr 09, 2019 1:28 pm
Posts: 2
First: how to get .ascii files imported into 3ds max with model textures from xbg/or even if renaming them to png/dds whatever beforehand

2.nd : how can we get placements imported to max, does he use some external script not defined on that topic or?


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PostPosted: Sun Apr 14, 2019 8:04 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 882
i don't have 3dmax, so i can't help you


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PostPosted: Sun Apr 21, 2019 1:30 pm 

Joined: Tue Apr 09, 2019 1:28 pm
Posts: 2
id-daemon wrote:
i don't have 3dmax, so i can't help you

what program do you use? i just need export as export as fbx, obj, or 3ds


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PostPosted: Sun Apr 21, 2019 3:41 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 882
i use blender

you can also use noesis to load ascii and save as fbx or obj


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PostPosted: Fri Aug 23, 2019 4:44 am 

Joined: Fri Aug 23, 2019 4:37 am
Posts: 4
Hi id-daemon,
First, thank you for develope this tools. :)
I have one question about the terrain model.
I've import one part of terrain model into 3dsmax, but I found that it has no texture map of it.
It has a material, but no texture map link to it.

I also checked it's vertex color and vertex illumination, both color are white.

So I'm confuse that how does this game give or render the texture map for it's terrain model?
Do you have any idea?

Thanks.


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PostPosted: Fri Aug 23, 2019 3:28 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 882
they use kind of terrain generation maps
there are no textures for terrain


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PostPosted: Fri Aug 23, 2019 4:31 pm 

Joined: Fri Aug 23, 2019 4:37 am
Posts: 4
id-daemon wrote:
they use kind of terrain generation maps
there are no textures for terrain

:shock: I see.
That's a bad news.
Thanks for your quick reply.


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PostPosted: Thu Aug 29, 2019 9:24 am 

Joined: Fri Aug 23, 2019 4:37 am
Posts: 4
Hi id-daemon,
Me again~~ :)

I've succeed to export the road model and assigned the texture to it in 3dsmax.
But I found the quality of the texture is quite low, compare to the result in game.

It seems that the road model I exported is a lod model, not the "close" level model.
I also checked the models from T1~4, most of them are trees, buildings, no high level road model.

Where is it hiding? :?
Do you know?

Thanks~


Attachments:
result.jpg [210.24 KiB]
Not downloaded yet
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PostPosted: Thu Aug 29, 2019 3:20 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 882
road model is high quality, no other road

chipper models were in some part like t1-4

textures can be not highest mips, but i never had time to add support for HQ textures


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PostPosted: Fri Aug 30, 2019 12:55 pm 

Joined: Fri Aug 23, 2019 4:37 am
Posts: 4
id-daemon wrote:
road model is high quality, no other road

chipper models were in some part like t1-4

textures can be not highest mips, but i never had time to add support for HQ textures


I see, thanks for the explanation.
:)


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