Thanks for testing & commenting!
Will be possible to use demo levels into final release??
There is no hard encryption involved, so everything is possible; but you’d rather ask,
is it possible with a realistic amount of work?
And the answer is, I don’t know. Sucking the level data out of the demo was possible with just a few changes. However, the game needs loads of other data, too:
- collision data (polygons + heightmaps)
- traffic description
- that linked-list visibility data that I have yet to decode in order to fill the terrain holes
I suspect the last one being different in the demo (this would explain the performance/quality difference), so it’s probably
a lot of work.
I personally won’t do anything of that kind in the next one or two years due to time constraints, sorry.
@arklas: This is indeed a fantastic replica!
(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?
I may be wrong, but I think the author is
someone972. As Skylabh says, there is no tool readily available. If you’re ready to put in some programming effort,
SOAP has pretty awesome LEV tools (looks to me like he designed the level format of
his Driver Syndicate game to be compatible to Driver’s to some amount), but don’t get your hopes too high.
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)?
According to this video, there is a tool
Driver Damage Viewer that is not public, but it can display the damage data of Driver 1 cars (1:19):
It looks to me like a displacement vector and a damage zone (front, left, rear, …) are assigned to each vertex, so it’s nothing hard-coded. Hopes are high that Driver 2’s car format is similar, but you’ll have to ask SOAP about it (he’s much more familiar with the LEV format than me).