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Driver 2 LEV files

Posted: Mon May 24, 2010 11:08 pm
by l_SOAP
I've found some information about LEV files in EXE from demo, also the PCSX-Reloaded shown some offsets.

I'm written it in C-style macros, may be code looks like on the reflections PC's:
Code: Select all
#define LUMP_TEXTURENAMES 0
#define LUMP_MODELNAMES 1
#define LUMP_TEXTUREINFO 2
#define LUMP_ROADMAP 3
#define LUMP_PALLET 4
#define LUMP_CAR_MODELS 5
#define LUMP_MAP 6
#define LUMP_MOTIONCAPTURE 7
#define LUMP_MODELS 8
#define LUMP_SPOOLINFO 9
#define LUMP_ROADS 10
#define LUMP_JUNCTIONS 11
#define LUMP_ROADBOUNDS 12
#define LUMP_JUNCBOUNDS 13
#define LUMP_ROADSURF 14
#define LUMP_SUBDIVISION 15
#define LUMP_OVERLAYMAP 16
#define LUMP_CHAIR 17
#define LUMP_LOWDETAILTABLE 18
#define LUMP_STRAIGHTS2 19
#define LUMP_CURVES2 20
#define LUMP_JUNCTIONS2 21
#define LUMP_COUNT 22
hope it helps

Re: Driver 2 LEV files

Posted: Mon May 24, 2010 11:46 pm
by Lost Account #3408
SOAP wrote:I've found some information about LEV files in EXE from demo, also the PCSX-Reloaded shown some offsets.

I'm written it in C-style macros, may be code looks like on the reflections PC's:
Code: Select all
#define LUMP_TEXTURENAMES 0
#define LUMP_MODELNAMES 1
#define LUMP_TEXTUREINFO 2
#define LUMP_ROADMAP 3
#define LUMP_PALLET 4
#define LUMP_CAR_MODELS 5
#define LUMP_MAP 6
#define LUMP_MOTIONCAPTURE 7
#define LUMP_MODELS 8
#define LUMP_SPOOLINFO 9
#define LUMP_ROADS 10
#define LUMP_JUNCTIONS 11
#define LUMP_ROADBOUNDS 12
#define LUMP_JUNCBOUNDS 13
#define LUMP_ROADSURF 14
#define LUMP_SUBDIVISION 15
#define LUMP_OVERLAYMAP 16
#define LUMP_CHAIR 17
#define LUMP_LOWDETAILTABLE 18
#define LUMP_STRAIGHTS2 19
#define LUMP_CURVES2 20
#define LUMP_JUNCTIONS2 21
#define LUMP_COUNT 22
hope it helps
Hope so :( .

Re: Driver 2 LEV files

Posted: Tue May 25, 2010 12:08 am
by Highster11
Very well, thanks! I think that that code is actually the define code which is in the .EXE file or this indicates which objects the .EXE will load in the game. Wow! I have an idea - if we re-written the code in the .EXE (which is windows or dos application, I think :wink: ) we may be able to convert it as a PC Version! :)

Re: Driver 2 LEV files

Posted: Tue May 25, 2010 12:46 am
by Lost Account #3366
Highster11 wrote:Very well, thanks! I think that that code is actually the define code which is in the .EXE file or this indicates which objects the .EXE will load in the game. Wow! I have an idea - if we re-written the code in the .EXE (which is windows or dos application, I think ) we may be able to convert it as a PC Version!
It is not a windows/dos application, and also is not for our x86-type of processors. The PSX EXE works only on Playstation's MIPS R3000A processor, PC can't simulate it, only emulation, yet.

As first variant we can do a full reverse engineering of game. But it needs a (very) good knowledge of R3000A assembly.
As second is asking developers for opening source code under GNU GPL for 10th anniversary. But I doesn't understand about it's success

PS: Sometime on some forums I saw the fully reversed Gothic 1 engine. It was a tonns of bugs, but it's worked

Re: Driver 2 LEV files

Posted: Tue May 25, 2010 3:47 am
by Highster11
No, no... I mean something another - to make a new .EXE, using some script from the demo`s exe you found. But, look:
Code: Select all
#define LUMP_TEXTURENAMES 0
#define LUMP_MODELNAMES 1
#define LUMP_TEXTUREINFO 2
#define LUMP_ROADMAP 3
#define LUMP_PALLET 4
#define LUMP_CAR_MODELS 5
#define LUMP_MAP 6
#define LUMP_MOTIONCAPTURE 7
#define LUMP_MODELS 8
#define LUMP_SPOOLINFO 9
#define LUMP_ROADS 10
#define LUMP_JUNCTIONS 11
#define LUMP_ROADBOUNDS 12
#define LUMP_JUNCBOUNDS 13
#define LUMP_ROADSURF 14
#define LUMP_SUBDIVISION 15
#define LUMP_OVERLAYMAP 16
#define LUMP_CHAIR 17
#define LUMP_LOWDETAILTABLE 18
#define LUMP_STRAIGHTS2 19
#define LUMP_CURVES2 20
#define LUMP_JUNCTIONS2 21
#define LUMP_COUNT 22
#define... It`s the code to define the object in the .lev files, I think. Well, I`m not too good at C++ to write scripts and something like that (shame on me :( )

Re: Driver 2 LEV files

Posted: Fri Nov 05, 2010 9:53 am
by MikuMikuCookie
Highster11 wrote:No, no... I mean something another - to make a new .EXE, using some script from the demo`s exe you found. But, look:
Code: Select all
#define LUMP_TEXTURENAMES 0
#define LUMP_MODELNAMES 1
#define LUMP_TEXTUREINFO 2
#define LUMP_ROADMAP 3
#define LUMP_PALLET 4
#define LUMP_CAR_MODELS 5
#define LUMP_MAP 6
#define LUMP_MOTIONCAPTURE 7
#define LUMP_MODELS 8
#define LUMP_SPOOLINFO 9
#define LUMP_ROADS 10
#define LUMP_JUNCTIONS 11
#define LUMP_ROADBOUNDS 12
#define LUMP_JUNCBOUNDS 13
#define LUMP_ROADSURF 14
#define LUMP_SUBDIVISION 15
#define LUMP_OVERLAYMAP 16
#define LUMP_CHAIR 17
#define LUMP_LOWDETAILTABLE 18
#define LUMP_STRAIGHTS2 19
#define LUMP_CURVES2 20
#define LUMP_JUNCTIONS2 21
#define LUMP_COUNT 22
#define... It`s the code to define the object in the .lev files, I think. Well, I`m not too good at C++ to write scripts and something like that (shame on me :( )
We could use this to get the 18 wheeler in Chicago MOVING

Re: Driver 2 LEV files

Posted: Fri Nov 05, 2010 8:36 pm
by RacingFreak
MikuMikuCookie wrote: We could use this to get the 18 wheeler in Chicago MOVING
Maybe, but no.

Re: Driver 2 LEV files

Posted: Sun Jan 29, 2012 5:59 am
by Maverick
Theres a program going about that can extract .lev files from the psx driver games, it's called biohazard file archive tool. Hopefully that could be of use to someone.

Re: Driver 2 LEV files

Posted: Sun Jan 29, 2012 6:06 am
by MikuMikuCookie
Maverick wrote:Theres a program going about that can extract .lev files from the psx driver games, it's called biohazard file archive tool. Hopefully that could be of use to someone.
Agreed

Re: Driver 2 LEV files

Posted: Sun Feb 12, 2012 2:35 pm
by Fireboyd78
I checked out that program, it's totally useless. For Driver 2, anyways ;)

Re: Driver 2 LEV files

Posted: Mon Feb 13, 2012 12:12 am
by Clutch
When the driver 1 modyfing research will be closed, next will be D2, won't it? :P

Re: Driver 2 LEV files

Posted: Tue Feb 14, 2012 10:11 am
by Dykemann
Clutch wrote:When the driver 1 modyfing research will be closed, next will be D2, won't it? :P
Hope so, hope so .

Re: Driver 2 LEV files

Posted: Tue Feb 14, 2012 12:31 pm
by Fireboyd78
Dykemann wrote:
Clutch wrote:When the driver 1 modyfing research will be closed, next will be D2, won't it? :P
Hope so, hope so .
I highly doubt D2 is worth anyone's time.

Re: Driver 2 LEV files

Posted: Tue Feb 14, 2012 9:14 pm
by Clutch
I think that D2 is worth anyone's time more than D3.

Re: Driver 2 LEV files

Posted: Tue Feb 14, 2012 9:16 pm
by RacingFreak
I don't think so, how you imagine modding D2? Once the D1 PSX level files get fully decrypted, we might be enable to import D2 files too. But modding.... and emulating modded D2, it's even way slower to do that, I think Driver 1 is the perfect engine. Anyway anything that isn't running emulated or so on is way better to mod.

Re: Driver 2 LEV files

Posted: Wed Feb 15, 2012 6:35 am
by someone972
There are no plans to do any reverse engineering on Driver 2, as I will move on to other projects while maintaining the Driver 1 tools when (if?) I finish them. The only thing that would possibly happen is that if the levels use the same model format as Driver 1 PSX, but other than that nothing else will be done. Someone else could always start on it though, maybe the PSX level loading code could be a good starting point for someone.

Re: Driver 2 LEV files

Posted: Wed Feb 15, 2012 8:44 am
by Clutch
wait wait wait... YOU are the someone :P
Ok, however, don't you think that converting D2 levels to D1 PC wouldn't be interesting? :)

Re: Driver 2 LEV files

Posted: Wed Feb 15, 2012 1:11 pm
by Fireboyd78
Clutch wrote:wait wait wait... YOU are the someone :P
Ok, however, don't you think that converting D2 levels to D1 PC wouldn't be interesting? :)
Highly impossible. First of all, Driver 1 doesn't support curved roads, so there's an instant fail.

Re: Driver 2 LEV files

Posted: Wed Feb 15, 2012 9:43 pm
by Clutch
I thought that it will be able to pass it in some way. :(
You know - 2 years ago things which are possible now, wasn't possible even in our dreams ;)