Modding discussion for Driver.
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By Submaniac
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#47460
Heya guys!

While roaming the net searching for some beta content in Gran Turismo 2, I came across Xenn's topic on GTPlanet and across this REALLY crispy bit (to me at least).

It seems to be possible to extract the 3d models from GT2 and to import them in Zmodeler. Some guy made a program capable of extracting the content of the GT2.VOL file contained in the game's CD.

Here's the program: http://www.mediafire.com/?syg3vr4md8g4gr9

It's pretty easy to use but here are instructions to extract the .VOL file:
- Put your GT2 CD / Mount you ISO
- Launch the program
- Find the drive where your GT2 cd/iso is located (do it to enable the "do it" button)
- Pick a place to extract to
- Uncheck carobj (skip) <- checked = will not be extracted
- Click "do it"

Zmodeler can open the .cdo and .cno files contained in the carobj folder. (to get them extract them as they are by default in .gz format)
Those files contain the high poly, low poly, and very low poly versions of each car in the game :)
The cars are arranged by code.
Here's the car list with the codes (left side): http://www.mediafire.com/view/?lvu8hxwvfhvs8hr

So yeah, i suck at modeling but we all know it's possible to get the textures with psxVram so we might be able to put some easy content and nice cars for Driver? What do you think?
EDIT2: I have exported the car logos also (those from the garage an dealerships menus) ans i have access to nearly all engine sounds (~12k I think)
EDIt: Picture as example
Image
#47466
Well i can get the textures through savestates. With psxVram. the mapping i can't do. Basically the only modeling knowledge I have is to be able to import the cars in Zmodeler. I was actually hoping that this would get the interest of someone that would do it. Maybe. Could be a community project, though. Seeing as GT2 has 620 cars, it would build up a bit the car mods database...
#47468
True. I'll get to it when i have the time. It's really a side project for now. I was just excited for it to be possible without having to recreate every car. Though... i've tried to look for textures with PSicture, but i've only managed to get the car logos and the car reflection maps.
#47554
Personally, I don't think GT2 cars would fit in very well in Driver. The texture resolution is about half the size of Driver cars and don't have damage textures. Then of course, the models themselves are way less detailed than the Driver cars as well. But who am I to say it can't be an awesome mod? I'd be interested in seeing the results. ;)
#47585
GT2 uses normal texblock just a bit less than 256x256 or was it 512x512 (i dont not remember exactly), but its really different style, it will be pain to use such uv map in driver (all parts such as tailights and headlights are separated from the body texture), and lastly, the models dont even have undercarriage!
#47635
I hate to say it, but the amount of cars in Driver right now are more than enough once true modding kicks off (whenever that may be...) - I think it would be better to just replace the existing cars instead of trying to add new ones, since the menu system isn't exactly easy to modify...wasted effort, really. We will never need more than 20 car slots in Driver...it's not like you need to drive them all at the same time. Hopefully mods in the future will be as simple as using a "Car Manager" to do all the dirty work for you.
#47636
What is the menu system you're talking about? I know you can select your car on the PC version, on the iPhone you can as well, it's a garage and the camera goes from one car to the other. Is that what you mean?

If so, not all cars need to be driven? How about just adding 20 like you say to this menu, and the rest are cars that will be in the traffic?

Either way sounds very interesting, I didn't know it's possible to add vehicles in Driver :) (I thought you always had to replace one, or that there was perhaps some slots left like in Driver 3)
620 cars, haha! Imagine that. That would be f***ing nuts. I'm dying to see the 140 from DSF on the streets already, but 6-2-0!! :D
#47816
Kinda update. I found (though it wasn't hard to guess) that the car textures are stored in the .cdp and .cnp files. However, the only program i've found to be able to open them shows me inaccurate palettes...

Image

As you can see, they are arranged kind of like Driver's. Anyway, you probably already knew it, but .cdo cars are the Day versions, and .cno are the night version of that particular car.
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