Modding discussion for Driver 2.
User avatar
By Fireboyd78
#45754
For now I am building up more research material on this subject. Stay tuned for more info! This post will be updated with more information as it goes along.

I was inspired by Krishty's topic to delve deeper into LEV files. First I'd like to point out that the offsets are 100% accurate and all of the counts are accurate as well. It depends on where the cursor is in the file, they are offsets from a relative position. So the general consensus is that these files are considered "LUMP" files, which seem to be the grandfather of Reflections' CHUNK file format that has been used since DRIV3R. Unlike CHUNK files which have every individual file/chunk listed in the beginning, LUMP files are sorted by ID types which are assigned different behaviors.

Here's a work-in-progress pseudo-C style format of LUMP files!
Code: Select all
LUMP File research

"a_" indicates an assumed variable
"L" means LUMP
"uint" is short for "unsigned char" or 1-byte (00)

struct LUMP
{
	long		type // defines what kind of data is inside
	long		length // length of this LUMP starting at LData
	LData		data
	char[4]		padding // 4096-byte aligned (DES! or just 00)
}

union LData
{
	LDictionary	dictionary // type == 25
	LTextures	textures // type == 23
}

struct LDictionary
{
	long		offset //absolute location (00 25 00 00 would be address 0x2500)
	long		length //begins at offset
}

union LTextures
}
	LTEXList	list // list of texture names
	LTEXAtlas	atlases // used to split up texture atlases into individual textures
}

struct	LTEXList
{
	char[?]		name // 4-byte aligned; 0x00 null-byte terminated
}

struct	LTEXAtlas
{
	long		atlases // nubmer of atlases in this list
	long		textures // number of texture names in the texture list
	long		unknownID // some kind of ID?
	long		offset // some kind of offset just before world models...character landed on is 0B/0C (others unknown)
	Atlas	        atlas
}

struct Atlas
{
	long		unknown // 1, 2, or 4 with junk sometimes in between (flags?)
	uint		U coordinate
	uint		V coordinate
	ushort		a_texID // assumed to be the texture ID this is assigned to (most likely)
}
User avatar
By VAIMAHDO
#50742
Beautiful, If editable, a duplication of a building, slanted and placed on a road, would make a big jump :mrgreen:
Last edited by VAIMAHDO on Fri Sep 13, 2013 12:36 pm, edited 2 times in total.
Crazy Copper Frenzy

https://youtu.be/xAE3QsULyB4

https://youtu.be/AxdGf3F0yIg

Driv3r "Nice Getaway"

https://youtu.be/CYkmGAPoO9s Lucas in Driv3r's Ni[…]

https://youtu.be/Yvc_xKrKhnc?si=k4I5kraarTXctHJp […]