Seit ein paar Tagen ist es nun möglich die originalen Autos in TDU durch Custom Cars zu ersetzen.
Hier ein Auszug einer News aus.....
Hier ein Auszug einer News aus.....
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Seit kurzem ist es möglich neue Autos in Test Drive Unlimited zu erstellen. Durch einen "Test Drive Unlimited export filter" für den
Zanonza Modeler 2.1.1 (auch bekannt als ZModeler2),für den es seit dem 16. Juni 2007 einen Import filter für TDU gibt, kann man nun alles an den derzeitigen Autos ändern bzw. sogar neue Autos erstellen.
Was ist ZModeler 2 ?!
Der ZModeler ist ein 3D Editor wie 3D Max oder Cinema 4D, welcher aber noch lange nicht so leistungsvoll ist, wie die Konkurrenz. Mit diesem Programm ist es möglich die neuen Fahrzeuge zu designen oder ältere zu bearbeiten. Einige Funktionen, wie das importieren von Dingen, ist nur mit der kostenpflichtigen (60 US Dollar) Version möglich.
Wer das ganze mal ausprobieren möchte, der kann auf gut dokumentiert Tutorials im Internet zurückgreifen.
Zu TDU:
Es lassen sich Felgen ändern, Komplett neue Autos bauen, Dinge an Autos an oder abbauen... . Über das Problem mit der Dateigröße, welche immer gleich bleiben musste, braucht man sich nichtmehr zu kümmern. Das Limit kann man bequem mit dem TDU Modding Tool ändern, sodass es zu keinen Komplikationen kommt.
Das Exportieren zu TDU ist allerdings etwas "fummelig". Da der Filter noch nicht in der Endphase ist und Fehler nicht ausbleiben. Ein richtiges Tutorial zum Thema exportieren gibt es derzeit (noch) nicht, aber das TDU-C Mitglied V8HEMIconcept arbeitet derzeit an einem.
Wer die neu modellierten Autos haben möchte, kann sich diese hier laden. Auch für das online spielen sind die neue Autos geeignet. Andere Mitspieler sehen aber nicht das neue oder veränderte Auto, sondern nur das Standard bzw. Ausgangsmodell!
Quelle: TduCentral
Code:
Test Drive Unlimited .3DG filter release notes.
Introduction
Test drive filter allows to import cars and bikes geometry into ZModeler and export geometry and materials in format suitable for TDU game. The filter does not modify the game itself neither it installs addons. It prepares files that you can install with respective tools.
TDU is VERY anit-modding and natively does not support addons. Installation of car packs required update of internal encrypted databases, so this can't be considered as modding-friendly. The game does not contain debug information and it crashes to desktop if something is modified improperly. In rare cases, the game renders improperly-modified geometry in bright magenta color. Almost all game files have internal checksums and their size is maintained in a mapping file. Replacing or modification of game files will not be reflected on other players when you race onlne. However, modified game is not guaranteed to work online.
8 character wrapped strings are used in TDU instead of full-length string. This means that string characters over 8th symbol will wrap over the first and so on. This leads to loss of original string name in most of cases. For example, if texture name or material name was longer than 8 characters, it can't be restored.
The filter provides a textures lookup feature that scans all available folders for .2DB textures and makes a consideration whether certain texture name matches to a source 8-character string. In most of cases this allows to load textures properly; materials are left as is. Symbols that have overlapped in a string are written in square brackets as hex values. You should left such a names as is, since filter can revert these strings back when exporting.
A set of standard TDU object names is provided with the filter and installed into ZModeler's profile, so filter is expected to resolve almost all long object names when importing. This list can be extended if needed.
Requirements
ZModeler 2.1.1 build 942 or higher
TestDriveUnlimited_BNK filter 2.1.1 (Build 334) or higher. ("BNK" is for historical reasons, the filter does not deal with .bnk files)
BNK Editor v1.0 (Currently available version does not allow to replace files with bigger files. This limitation will be removed soon) The link is here: <a href="http://sturm.net.nz/downloads/bnkfileeditor.zip" target="_blank">http://sturm.net.nz/downloads/bnkfileeditor.zip[/url]
BNK Modding Tools v1.4 or higher. This tool allows to update TDU's file-size verification map, so you can replace some BNK file with bigger one. This tool can convert 2DB textures to DDS and vice versa.
Currently, It's impossible to replace files inside BNK with newer files which are bigger in size. It's a big limitation, but it will be removed when tools above get updated.
Terms of usage or before you start.
1. Backup original BNK file before modify. E.g., create a folder and copy each original file there before you modify it.
2. Backup files extracted from BNK files. It's recommended to have a clean original files extracted from BNK, so you can import original file and take a look. It's strongly recomended to export either to a separate folder or to the files with different names: do not overwrite original files.
3. .2DM is a materials files. It contains information for materials that are used by the model. Materials file partly contain information about vertices type required for rendering that material (e.g. whether vertices should have 1 or 2 UV channels, normals and/or vertices color). That is why, mismatching of vertices type in material and actual vertices data might cause game to crash. That is why it's almost imposible to modify geometry and use original materials file (or vice versa).
4. .3DD is a geometry hierarchy and material usage file.
5. .3DG is a pure geometry split with respect to materials assignment in .3DD files.
Literally, you can't replace only one of files above - you have to replace them all together.
Import
1. Extract all textures from common_cars.bnk into some folder and specify this folder in ZModeler's textures search paths list.
2. Extract all files from desired BNK file. Current BNK unpackers do not respect files layout inside BNK, while all 2db textures are laid in maps folder as stated in BNK file. So, create folder maps where you've extracted files and move all textures (2db) into this folder.
3. When importing desired .3dg file, specify option lookup for textures in Test Drive Unlimited parameters extension box. An option Force objects normals will force all object to have normals (will be computed on import if certain object areas have no normals). Note, TDU widely uses texture normal-mapping and lots of objects appear properly-shaded when have no vertex normals. However, modeling geometry with no normals might be hard.
TDU uses different axes orientation than ZModeler, so to place geometry properly, its hierarchy root node has flipped Z axis. You can do the same if you like with Modify\Exact Transform tool by scaling to -1 on Z axis. The filter will flip root node's Z axis when exporting.
Materials
TDU uses a wide set of shaders for rendering geometry. These shaders are hidden and not stated in materials file. However, the filter can expands these configuration into ZModeler's material and texture settings. Consider, that each TDU material can have dozen of adjustable arguments (excluding the color and textures itself) - these settings control blending of layers, specular stringth, reflection level, transparency behaviour, mapping scale and more and more and more. It's impossible to keep all these settings in ZModeler materials, but the most important settings are kept and can be adjusted in Materials editor before exporting.
Let's move from top to bottom.
Material name.
Beside material name, you can specify several material options/flags which will help filter to determine proper shader that will serve this material in TDU. They are specified after material name in parenthese, written UPPERCASE and delimited by spaces. They are:
CLR - Material will use it's texture as a color source. It will not lay it over diffuse-shaded colored surface. This option is used for light FX and for materials where underlying material shading not needed (e.g. shadow plane)
PNT - This bit enables material painting in game. For example, main car body material usually have this options to allow paint into different colors. Note, if material name contains "PAINT", this material is considered to support painting and option "PNT" is not needed in such a case.
BMP - This bit specifes that material uses bump mapping instead of normal-mapping. It might be hard to explain, but simply consider that normal-mapping texture completely stores information about world-space object surface normals (vertex normals are not needed at all for shading); bump-mapping texture is applied locally over surface and specify some normal distortion relative to surface/vertex normals. For example, a small "noise" coded in small bump-texture is enough to map over any object to make a shaggy surface effect; while normal-mapping will require big texture with full non-overlapping unwrap of "noise" for an object. Either normal-map or bump-map texture in ZModeler is applied via DotProduct3 blend operation.
GLT - Literally "GLoss Transparency". This bit means that filter will use gloss-texture for transparency too. Note, that texture's color is used for transparency consideration, not an alpha-channel. Thus, areas where gloss texture is dark will be transparent in TDU and bright areas will stay opaque. There is nothing similar in ZModeler, so this feature is not reflected in ZModeler scene. Gas cap is a common example.
LIT - Complex light material with "condition-light" texture layer. These materials are used for head- and tail-lights. It includes a pair of texture layers called "condition" and "light". Condition layer contains areas painted in different base colors (pure blue, pure red, pure green etc. which correspond to
headlight, brakelighht rearlight respectively) and "light" is drawn when associated even occures. For example, when player switches to reverse gear, texture area painted over "green" conditional layer area will be added to material. That is why these materials contain so many texture layers.
Basic parameters
Basic material colors are used regardless to vertices colors. This is important, since in ZModeler vertices color surpress material color. Pay attention to all colors (ambient, diffuse and specular), since they affect shading in TDU.
Alpha parameters
Alpha blending values (source and destination blend) are explisitly taken from .2DM file and used for exporting. Note, if you disable blending in ZModeler, it will not affect exported material - you need to change blending modes to disable it. Default disabled blend state is "One":"Zero" blending for source and destination.
Alpha-testing is also widely used in TDU and taken directly from .2DM file. A value of alpha testing is also important if you use GLT material name option bit. It will specify level of brightness that will be transparent. For example, a shapy-painted gloss texture is used to make an accurate wheel-wells; setting proper alpha-test value on such a materials is important. Usually, you can set it in the middle of slider range.
Extensions
No ZBuffer write extension must be set on materials that correspond to light-fx. Native light fx materials use single white "light_fx" texture and use vertices color to determine color of emissive light. This extension is a must set on those materials. Actually, you can create single material for all these effects (effect color is taken from vertices color).
Specular highlight extension is enabled on materials that have gloss texture and controls specular power over glossy materials. Also, power of specular highlight affects glossy shine on materials with sub-detail texture (e.g. noise texture for shaggy effect used in interior materials).
Texture layers
TDU filter is very sensitive to texture layers and their configuration. I've stored lots of standard shader configurations inside the code and filter tries to match layers configuration and material settings (including name bits) to the most suitable. Note, that filter does not convert texture layers configuration, it recognizes them instead. Literally, only known and properly configured texture layers will be recognized and exported corrently. The filter will prompt an error if it can't recognize configuration of certain material.
TDU uses the following types of texture layers (order is significant)
COLOR/SUB-DETAIL
DETAIL
NORMAL/BUMP
GLOSS
REFLECTION
CONDITION-LIGHT
SHADOW
There are several combination of these layers used by TDU, but of cause not all possible variations are available.
COLOR or SUB-DETAIL texture layer uses Modulate blend mode for texture. CLR material name option is used to distinct between COLOR and SUB-DETAIL. SUB-DETAIL is generally a base texture, when it's used with combination of DETAIL texture. For example, if you have a mix of two textures, the first is "sub-detail", the second is "detail". Sub-detail most commonly used for shaggy materials when you add some noise or material to surface; in such a case use Add Signed blending mode. These textures always use UVMapping#1 on vertices. If you've used COLOR or SUB-DETAIL texture, all consiquent layers must use UVMapping#2. The filter will copy UVMapping2 from UVMapping1 if vertices does not contain second UV channel.
DETAIL is a generic texture for material. It's blend mode is Modulate.
NORMAL/BUMP texture adds shading to material. BUMP-mapping is identified by BMP material name option. BUMP-mapped material will require vertices normals, while NORMAL-mapped meshes will discard vertices normals on export.
GLOSS texture is usually a gray-scale texture which specifis a level of reflection brightness. For example, glass should reflect more than rubber and you can paint according areas to bright and dark grey colors on gloss texture. ZModeler does not shade this layer as it will appear in TDU, so apply this texture in MultiplyAdd blending mode. When GLT material name option is used, this texture will be considered as transparency layer too. Dark ares will be more transparent and bright areas will be opaque.
REFLECTION is an environment-reflection texture. It should be applied as MultiplyAdd over Current, Texture, Constant arguments. You can (and should) adjust level of reflection with a slider of Constant color. Mapping source for this layer is always Auto sphere environment.
CONDITION-LIGHT is a consiquent PAIR of layers where first layer is condition. Since this layer does not have viusal effect, it should use SelectArg2 blending mode and, it's recommended, to disable this layer in materials editor. Light layer must be applied in Add blending mode in a next row after condition layer. Make sure to add LIT material name option, so filter will expect these layers configuration.
SHADOW is a texture layer (usually grayscale) which overlaps all previouse layers to lower brightness of shading. I'm not sure how exacly this layer works and what's the effect, but car's interior are used to apply this layer. This layer always uses second UV-mapping channel and applied in Modulate blending mode.
You can use example pack to check texture layers configuration.
Object Names
Hierarchy and object names are important for TDU. In general, you should retain original layout of objects in a file you are replacing, but deletion of certain objects is permitted.
The filter supports, but it's recommended to avoid using of Level of detail objects. These objects are grouped under certain dummy node, have different names and distance of visibility in parenthese. For example, dummy node RV_L (probably, rear-view-left) inside object DOOR_L containts geometry objects RV_HR (20.00) and RV_LR (400.00). The first one is high-resolution and it will be visible from distice 20.0 meters and closer; the second is a low resolution and it will be visible instead of high-resolution from distance 400 meters to 20 meters; no rear-view mirror object will be drawn on distance more than 400 meters.
Even thought this feature is available, I strongly recommend to avoid using it currenlty (there are limitations with material usages).
Additionally, TDU uses an interesting objects substitution technique, when low-resolution objects (identified by _LR trailing part) are replaced with high-resolution objects (identified by _HR trailing part) from the other files. For example, inner side of the left door in car exterior file contains a dummy node "D_INT_HR_L" and interior file contains a geometry "INT_HR_L" which will be placed under instead of this dummy object: high-detailed geometry from interior file will replace low-detail geometry from exterior file in such a case.
Instanced geometry
TDU widely uses instanced geometry. Literally, it's the same mesh geometry shared by different objects. For example, brake discs on all four wheels are instanced geometry - you can modify any of these discs and they will all change. Using instanced geometry can reduce file sizes significantly. For example, car body is almost fully symmetircal - you can create only half of it and create instanced and mirrored copy to get full body. Then you can add bages, and complete set of objects will look exactly the same as fully-modeled body, but will "cost" twice less in file size. Left and right doors geometry is usually an instanced copies. This is more important, that replacement of low-detailed object with high-detail version (e.g. door inner part in car's body is replaced with high-detail version when interior is visible) will replace according instances too. That is why interior file contains only one high-detail door (the left one) since the right door is an instanced copy of it in exterior file. You'll get used to this after a while.
To create an instanced copy, use copy tool and specify Instance option there. Also, when mirroring or rotating an instanced copy, make sure to specify mirror/rotate matrix and geometry. Additionally, you can switch on the following feature: Options\Settings\General\Views\Meshes\Flip visible side of RH object. It will internally flip visible side of an object which resides under an "Right-Handed" matrix).
I'll attach a hierarchy print of some cars in this thread later
Export
When exporting, you specify a .3DG file and filter will produce 2DM, 3DD and 3DG files with the same name. ZModeler will export only a desired branch of objects from scene - if scene contains a node with the same name as the file you are exporting. For example, if you export to "ALFA_GT.3DG" file and scene contains a node "ALGA_GT", it will export associated branch (or node) only. Otherwise, whole scene will be exported. This is important, if you have several "scenes" for different "files" in ZModeler.
You can add comment to the file you are exporting, lock it and save small thumbnail image in export dialog options.
LOCKED FILE CAN NOT BE IMPORTED TO ZMODELER! Always keep either non-locked version of your file or .z3d copy of the scene. By locking a file you prevent it from importing into ZModeler, while it can be used in TDU safely.
Limitations
1. Output file sizes should be less than original in you wish to replace files in BNK. This limitation will be removed with next release of respective tools.
2. Wheel-shadow and body-shadow volume should not use transparent textures for shadow. TDU uses it well, but I can't export this feature correctly. So, delete polygons that use transparent textures and fill them with solid polygons. For example, you can add cap of copygons on an external side of the wheel shadow, since shadow object is always rendered double-sided.
3. Interioir "GLASS_I" material should not contain layer with "dirt". TDU uses this material to replace GLASS material of exterioir model when you drive the car from inside view. This material has some incompatible settings for "replacement", so ZModeler exports it as generic material. To make it work properly, remove "dirt" texture layer before exporting.
Other limitations might apply. Export was not hardly tested.
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