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Re: LEV files revisited

PostPosted:Thu Jul 13, 2017 9:14 am
by Skylabh
On the second video, at 1:19, a driver 2 pedestrian. I had never paid attention before. So Driver 2 has taken over the Driver 1 models.

Re: LEV files revisited

PostPosted:Thu Jul 13, 2017 9:26 am
by Krishty
Now I see it, too. Wow. Driver 2 buick with Driver 2 pedestrians. Weird sight!

I’d like to get my hands on the demo some time in the future. Seems to have sooo much interesting stuff in its data files …

Re: LEV files revisited

PostPosted:Sun Jul 16, 2017 11:48 am
by Skylabh
Interesting thing, between Driver and Driver 2, only the PC version of Driver has full pedestrians 3d models (body and head).

Re: LEV files revisited

PostPosted:Wed Jul 26, 2017 9:46 pm
by Alexey78
Hello, it's a wonderful job you've done. May be you can help me with one problem, I've got 2 maps designed by the same programmers, as those from Driver 1:

http://usafrag.com/DD/INGAME1/FALLOUT.DAT
http://usafrag.com/DD/INGAME1/FALLOUT.PTH

http://usafrag.com/DD/INGAME3/FALLOUTL.DAT
http://usafrag.com/DD/INGAME3/FALLOUTL.PTH

http://usafrag.com/DD/LDPICS/FALLOUT.PCK
http://usafrag.com/DD/LDPICS/FALLS.PCK

They are from "Destruction Derby RAW"
Is it possible to extract them using your tool?

Re: LEV files revisited

PostPosted:Wed Jul 26, 2017 11:02 pm
by Krishty
I remember someone in this forum extracting DD’s cars. (Or did I confuse it with Skylabh’s reconstruction?) We should search for that thread and ask the original poster.

Edit: Okay, I checked my diary and I indeed confused the reconstruction for extraction. Sorry.

Speaking for me: I enjoyed DD a lot and I’d love to extract it, but regarding my current schedule, the earliest opportunity for me is around 2025 … :(

Re: LEV files revisited

PostPosted:Thu Jul 27, 2017 1:03 am
by Skylabh
Krishty wrote:Speaking for me: I enjoyed DD a lot and I’d love to extract it… :(

Me too. It's my first Playstation game in fact. That's why i tried to recreate the car model :specialdriver:

Re: LEV files revisited

PostPosted:Thu Jul 27, 2017 10:17 am
by Krishty
I’ve documented lots of stuff when I extracted Ace Combat. Of course it’s no step-by-step guide to extracting a game, but there are hopefully many useful hints in the article: https://zfx.info/viewtopic.php?f=10&t=4110#p52905

The first posts are German, but it switches to English quickly. You two could combine it with what’s known about Reflections’ data formats (I bet they used a lump format in DD as well) and see how far it goes.

Sorry again that you can’t count me in on extracting DD, but it’s too difficult handling another project besides Driver 1, Driver 2, various Ace Combat titles, Amiga stuff, solving the VRML problems … and there’s also stuff from helegad I wanted to take a look at. Also, my wife becomes angry at me for looking at hex dumps for days and nights even though there’s bills to pay :D

Re: LEV files revisited

PostPosted:Sat Jul 29, 2017 1:57 am
by Alexey78
I made a small research. Each dat file begins with "00 00 04 04". It is followed by 16 integers, each integer is an offset to "MAPBLOCK". The begining of first block is right after these 16 offsets. Some of the offsets sometimes "00 00 00 00", I guess it means that there is no block for specific resource. So, these mapblocks are predefined and each of them makes own job. Last block takes about 90% of the file. It has some readable text marks at the beginning and at the end. Visually it can be divided into 3 parts.... but I have no idea how to interpiritate it (verticex, texcoords, indexes...m.b.).

FALLOUT.DAT can be split up into 71 pieces if use this hex "00 00 00 00 00 00 01 00 00 01 02 03" as a separator, I tryed to get anithing about this hex sequence, but got nothing... no offsets or block sizes. It quit noticible, but I don't think it means something. Though, visually it looks more like blocks than if use "MAPBLOCK" as a separator.

Re: LEV files revisited

PostPosted:Sun Jul 30, 2017 9:14 pm
by Krishty
Good finds! (Y) Keep us up to date …

Re: LEV files revisited

PostPosted:Sun Jul 30, 2017 9:56 pm
by Skylabh
In this case I would suggest to create a new topic.

Re: LEV files revisited

PostPosted:Thu Nov 02, 2017 3:18 am
by arklas
I was thinking about making a papercraft model of a Havana street with one or two cars parked in the street but... while trying to import havana_LEVELMODEL.obj (unpacked using driver_level_tool) into Blender, I'm getting this error. Why? Is that missing or corrupted data in the OBJ file, too large object to be generated, or something else? I'm using Blender 2.45 on Windows 10, Intel E5-1650, 32GB RAM (I don't think that's insufficient memory since the message was exactly the same with just 2GB RAM and 32GB is more than enough.)

Image

Re: LEV files revisited

PostPosted:Thu Nov 02, 2017 8:50 am
by Skylabh
arklas wrote:I was thinking about making a papercraft model of a Havana street with one or two cars parked in the street but... while trying to import havana_LEVELMODEL.obj (unpacked using driver_level_tool) into Blender, I'm getting this error. Why? Is that missing or corrupted data in the OBJ file, too large object to be generated, or something else? I'm using Blender 2.45 on Windows 10, Intel E5-1650, 32GB RAM (I don't think that's insufficient memory since the message was exactly the same with just 2GB RAM and 32GB is more than enough.)]


Indeed the generated object is too large, so you have to increase the size of the pagefile.sys, with a few gigabytes (100 should be enough).
Did you also try with the MP levels? Since they are smaller.

Re: LEV files revisited

PostPosted:Fri Nov 03, 2017 12:20 am
by arklas
Increased to initial 120GB and maximum 250GB but it didn't work. Also, Blender import window says it's a Python script error, but installing full packs of Py libraries (both 3.6 for x64 and 2.7 for x86) didn't change anything, Blender doesn't even detect any of them.

Re: LEV files revisited

PostPosted:Fri Nov 03, 2017 4:10 am
by Skylabh
I had the memory issue with 3ds Max, and after changing the size, i was able to load the model until the end.

Edit:
In 3ds Max, with a pagefile.sys of only 4 Gb, and by combining all the meshes in one big mesh in the OBJ importer's options, i was able to load the city without issue.
I tried with the last version of Blender, with the "group" option checked/unchecked in the Obj importer. The city was loaded without issue.

Re: LEV files revisited

PostPosted:Tue Dec 12, 2017 7:13 am
by francof514
What else you can do to conver the levels into driver pc??

Re: LEV files revisited

PostPosted:Mon Jan 22, 2018 9:54 pm
by Ss4gogeta0
Im kinda curious if this is going to be continued or if its effectively dead?

Re: LEV files revisited

PostPosted:Tue Jan 23, 2018 11:02 am
by Skylabh
Ss4gogeta0 wrote:Im kinda curious if this is going to be continued or if its effectively dead?

I hope this topic is not dead, because the levels have not been fully decoded.

Re: LEV files revisited

PostPosted:Tue Jan 23, 2018 10:13 pm
by Krishty
It’s not dead, but real life leaves me very little time to pursue it. I hope to make more progress in summer.

Re: LEV files revisited

PostPosted:Wed Jan 24, 2018 9:48 am
by Skylabh
Krishty wrote:It’s not dead, but real life leaves me very little time to pursue it. I hope to make more progress in summer.

True. Real life always takes over.

Re: LEV files revisited

PostPosted:Wed Feb 07, 2018 12:17 pm
by Ss4gogeta0
Krishty wrote:It’s not dead, but real life leaves me very little time to pursue it. I hope to make more progress in summer.

cant wait :)

Re: LEV files revisited

PostPosted:Fri Mar 16, 2018 11:21 am
by Krishty
I uploaded all of my Driver/Driver 2 analysis screenshots to my site: https://papas-best.com/driver_en

You can find my level viewer there as well.

It may be ugly, but my screenshots & tools have once again vanished from image hosters/file hosters so I suppose it’s better than nothing!

Re: LEV files revisited

PostPosted:Fri Mar 16, 2018 11:39 am
by Skylabh
Thanks for the link. Some nice pictures in there.

Re: LEV files revisited

PostPosted:Sun Apr 08, 2018 7:38 am
by Ss4gogeta0
bookmarked the link :D