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[3DSMAX|WIP] Driver San Francisco Vehicle Importer


MAJEST1C_R3
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A couple days ago I've played Driver SF and saw a lot of nice cars which would looks good in our loved GTA Series. So I decided to make 3ds max script which helps us to convert them.

For now loading geometry is done. But I still need to find UV data (UPD: I found it, but needs to convert UV coords because it's crypted and applied to model texture looks a bit messy, also I found shading or VCol data) and (maybe) some values which defines level of detail (now all levels of detail loaded by default)

 

50189e636060.jpg

 

09f26785fd9c.jpg

 

06409fa22ee8.jpg

 

0613a646622c.jpg

 

UPD: After small additions into script I able to load city geometry (but buggy)

880deab5c125.jpg

 

64e1982d12cd.jpg

 

3104796e8c33.jpg

 

41d77e369e3e.jpg

Edited by MAJEST1C_R3
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Looks great, like to get some stuff out of that game and have it in the GTA engine just to play arround with it.

 

Keep it up,

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Looks great, like to get some stuff out of that game and have it in the GTA engine just to play arround with it.

 

Keep it up,

 

Yeah. I think San Francisco would looks good on GTA engine. I just need to find a way to decrypt those damn UV coords

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Very good job. The city from Driver SF would look pretty cool in GTA IV!

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UPD: I found reason of crashing when loading city geometry and fixed it

UPD 2: Added UV support for cars. City uses differrent UV mapping method. So I will decrypt it too

 

0110058eb9cb.jpg

 

6cd671f4401e.jpg

 

7bcebd7bed45.jpg

 

330211d0d738.jpg

 

2e4d6498523a.jpg

Edited by MAJEST1C_R3
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Yeah. Importer automatically list all resources in "dngvehicles.sp" and "san_francisco.dngc". Only you'll need is double click on model in list and it will be loaded

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Great! That Challenger is gonna look kickass in IV.

  • Like 2
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Cars loaded fine now. But I have few problems with city loading.

 

 

Some parts of city, like walls of buildings are missing I don't know why. And UV data of city models decoded by different way so it problem too.

f460f07d00cf.jpg

 

UPD: Added optional auto-detach model parts.

 

c8891bd16b3f.jpg

 

2b9e1d658b96.jpg

Edited by MAJEST1C_R3
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This is awesome! Can't wait to see more progress!

 

I need to find a way to decrypt UV data for tiled textures (It mostly used in city models, but also on car parts which uses carbon texture). Tile textures still looks messy

 

I'm on Win7 so I can't use 3dRipperDX to rip some area of the city or car which uses this tile textures and take a look on correct UV data and starting writing code for UV decryption

 

If someone who can rip models from SF with 3dRipperDX- you'll can help me ripping for example Pagani Zonda in area on my previous post and give me download link to it.

 

Look at this damn carbon texture:

9366274b5bd8.jpg

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3dRipperDX works even on w7x64 but without global monitoring

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3dRipperDX works even on w7x64 but without global monitoring

 

Yeah. It works but with DirectX 9 games. On Win7 Driver SF works on DirectX 11. I don't want downgrade to XP to rip those models

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3dRipperDX works even on w7x64 but without global monitoring

 

Yeah. It works but with DirectX 9 games. On Win7 Driver SF works on DirectX 11. I don't want downgrade to XP to rip those models

 

The game doesn't allow you to select a renderer like in Max Payne 3, or the dxlevel command in Source, right?

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Try with Ninja Ripper.

Already tried.

Will be cool if someone who has this game rip for me pagani zonda with part of the city (with 3dripperDX).

Work is stuck because I don't have these models

Edited by MAJEST1C_R3
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Seems these models was ripped with ninja ripper. 3ds Max script by author of ninja ripper requires at least 3ds Max 9 but I only have 3ds Max 8 :blink:

 

And I concretely want Pagani Zonda model.

 

Here original and decoded UV data of interior of VW Scirocco:

43168d6e2b11.jpg

 

 

And original UV data of tile carbon texture of Pagani zonda:

3fab93bdce40.jpg

Totally different

 

Also found UV data of scratches:

 

14acf193ee6b.jpg

Edited by MAJEST1C_R3
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whats the algo for normal not tiled textures ?

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whats the algo for normal not tiled textures ?

Some other game uses same cryption method or what?

 

UPD: I've implemented loading vCol/shadow. Looks beautiful

955aaed01e4f.jpg

ba57b68fc106.jpg

7417693c6b45.jpg

Edited by MAJEST1C_R3
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No , I mean how do you convert original texture UV to the decoded one like for interior of VW Scirocco ?

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No , I mean how do you convert original texture UV to the decoded one like for interior of VW Scirocco ?

just scaled coords when read it from file.

Edited by MAJEST1C_R3
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I have the working code :)

 

DFRJ.png

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I have the working code :)

 

DFRJ.png

 

:blink::cookie: Where headlights?

 

 

5e9a396e8d72.jpg

 

630b489c95d8.jpg

 

 

Also I found all missing stuff of city geometry (about 7560 objects)

6184c3c0fb5a.jpg

 

UV importing now seems to be fine, now I need to hack section of texture assignment

 

1104e03cd099.jpg

Edited by MAJEST1C_R3
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  • 2 weeks later...

That's some nice progress right there. Do you think it's gonna be possible to get all map objects coordinates too? It's gonna be interesting having San Francisco along with the cars in IV engine, hell even in Renderware.

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Majestic, from my knowledge of how Reflections works with cities, they are not objects, but rather splines that get rendered in-game. The model you posted above of a city block seems to possibly be collision meshes. You're better off focusing on cars, because it's likely that cities will need specialized tools to be able to load roads and terrain properly. I know for a fact this is how DRIV3R/Driver: Parallel Lines works, so I don't see why DSF wouldn't work the same. It's basically a huge list of spline definitions, not actual meshes. I would need to research this further to confirm this, but the city is much to big to be split up into individual models (I'm talking about roads, mainly).

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maybe you right, but anyway these collisions is too detailed and have UV data. Also in global section stored at least 5 copies of every model.

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