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LEV files revisited - Page 12 - Driver Madness

 Information: We're currently in the process of upgrading our forums to be compatible with PHP 7.2 -- many features are still currently broken. Thank you for your patience!
Modding discussion for Driver 2: The Wheelman is Back.
User avatar
By someone972
#58495
Welcome back! I know quite a bit about the sector border models for PC, I forget if I ever got it sorted for PSX or not. Regardless, it should be very similar. I'd take a look but I'm currently at work. Very interesting using an image to help determine structure!
By Krishty
#58497
Glad to see you're still here!

In Driver 1 PC, the global instances used global 32-bit positions. I don't know how it was in the PSX version.

I'm pretty sure now the global data is in the same format as the local data. It's just too similar. The white band in the middle definitely is Y, and X and Z look familiar, too. 16 bits is too few for a global position, so where's the other eight to sixteen bits? I'd be glad to hear from you. In the meantime, I'll dig through old source code for loading Driver 1 PSX levels, maybe I'll find a clue …

Edit: Driver 1 PSX, according to your code ("bridged models"), also uses three 32-bit integers for XYZ :(

Edit 2: The 16-bit X and Z are indeed local positions; I measured some distances in multiplayer Chicago and they match astonishing well. It's just, the additional bits for the correct sector are hidden somewhere. Assuming Driver 2 maps have a sidelength of 64×64 sectors max, that's 6+6 bits to find …
By Krishty
#58498
Sidenote to model flags: flag & 1024 denotes whether the model is lit dynamically.

This is important at night: The ground cannot be textured dark because it would remain dark even with street lights illuminating it. So it's textured with daylight textures, the flag is set, and the engine dims the brightness when there is no light source nearby.

Chicago at night:



Some severe texture interpolation problems showing up there …
User avatar
By someone972
#58499
I'm suspecting that the position for the bridged models might be related to what I called contents lists. If you aren't loading these lists, and going straight from the model position definitions, then I suspect that you will have trouble with the bridged defs. My suspicion is that the contents lists have references to whatever bridged defs they contain, then they offset them by the current sector position. This is just a theory though, I do not have things set up enough to test it at the moment. Perhaps you can try and figure out the format, although it's quite tricky. You may be able to look at the PC level format for help.
User avatar
By someone972
#58505
At least in Driver 1, they specify all the models in a certain visibility tile. What I call visibility tiles are essentially just a grid with smaller dimensions than the heightmap (in Driver 1, a vis tile is about 2x2 models, while the heightmap is 1x1). Hopefully that makes sense. Anyway, there's a visibility lump (at least in Driver 1) where for every position on the grid, it specifies which tiles are visible, and it uses those contents lists to draw the models. This is why when loading model defs from driver 2 there is no count of how many there are, and you have to read until padding. Since it uses the lists, there is no need for it to load the model defs, they are just referenced from the contents list.
User avatar
By someone972
#58507
Also note that there's the complete file format for PC Levels on the wiki . It might explain it more than just digging through code.
By Krishty
#58509
I missed that specification, and it definitely answers my questions. Thanks :)

So I'll now have to implement the visibility tile structures. This will take a while …
By Ss4gogeta0
#58510
glad your back and getting into the swing of things :specialdriver:


My brain hurts from all the math so I will leave it to you guys
By StifleroGamingHD
#58723
Damn. You guys are so amazing! I didn't believe what I was reading on the start, but now.. wow! Simply wow! On the end, we're gonna have PC version of Driver 2 :D all those numbers, and that stuf.. :shock: Keep it up! 8)
By arklas
#60559
Hello community. I have been playing Driver 2 since early 2000s and I must say that it is one of the best games I have ever played. As a tribute to that game I designed and assembled (without using original models extracted from the game; I built this model all myself!) of 58 Dodge from Havana:

Under construction...



Finished, in front of two genuine Cuban license plates. (I am a license plate collector too.)


I have one question to you. I am really into modding and adding custom material to the game. On this board I have found a tool which lets me extract models and textures in editable formats. (A big thank you to the author of Driver Level Tool, whoever you are.) Now, I would like to replace all cars in one of cities with custom made ones. Is it possible (I mean, is a tool available) to pack the modified data back to a LEV file and use in the game?
Also, where can I find models of damaged vehicles? Or are they rather a set of instructions how to distort the default models (together with changing texture map coordinates)?
Vortex, Skylabh, bb_42001 and 5 others liked this
User avatar
By Skylabh
#60561
Nice replica (Y)
As for your question, there's no tool to put back modified datas.
Probably the clean models are distorted at runtime, by a set of instructions like you said.
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long long title how many chars? lets see 123 ok more? yes 60

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