- Mon Dec 18, 2006 9:12 am
#987
Well, first: Hello to all the Driver-Fans out there. I'm new to these forums and interested in modding. So maybe I can help with my infos.
I'd like to try to explain here the folder and data structure of the pc version of Driv3r and the files we can change with known programs. I hope this will help the people interested in this stuff getting into the material.
First let's have a look on the Driv3r folder. I'll go through all the subfolders and try to explain what the different files do.
1. Anims
Here you can find the animations for Tanner and all other persons in the game. There is one file for every city and the folders "macros" and "Skeleton_Macros". Macros are the single movements for the different models: running, crouching, dead animation, and so on. The Skeleton_Macros have one file for male and one for female characters so they move differently.
The only files we can open are "AnimationLookup.txt" and "MacroList.txt" with notepad or any other editor. The first one defines all the animations in the game:
2. Cities
These files contain all the textures for the three cities. You can extract the graphics with the Texture Tool by SparedLife. Go to his website to find out more about the tool and the formats used for these files. Attention: Most of the missions also have their own texture archives. So changes in these archives will not show up in the undercover missions. See 6.
3. Configs
There is just one subfolder named "vehicles" with three files in it, one for every city (format: BO3). Maybe these files contains the handling data for the cars.
4. FMV
Yeees, I love them. You can open all the files with the extension *.xmv with the RAD Video Tool and convert them into known formats like avi, mpeg or wmv. So you can look at them with Windows Media Player or VLC. I'll try to replace one of the intro videos (Atari logo or Nvidia logo) with one of my own intro videos. I haven't tried yet but I'm sure that it should be no problem. I hope game will not crash...
Ehhh, yes, these files are of course the beatiful cutscenes.
5. Guns
There is one file which probably defines all data for the guns in the game. So nothing important to me because I don't use guns. Format: Cpr (maybe another compressed archive with inidvidual files in it).
6. Missions
Here we find all the mission related files. The *.dam-archives contain all the textures used in that mission, the *.mpc the mission scripts. We can't open the scripts, but we can use the Texture Tool by SparedLife for openingand extracting the texture-archives. We also can convert one mission into another by renaming them. So we can use miami cars in nice for example. Check out SparedLife's website or this thread: http://drivermadness.net/main/viewtopic.php?p=4353
7. Moods
In this folder you'll find just textfiles which you can open with notepad or any other editor. They define the lighting and colors of the skybox. Driver_madness made some mods with changed mood-files. Check out the forum.
8. Music
You can't listen to the ingame music with Media Player, VLC or any other audio tool. You've to convert these files to *.wav with the Audio Tools. Now open them with Media Player or what you prefer. Note: We cannot insert our own music with this tool.
9. Overlays
I have no idea about this folder. There are bin-files like "take-a-ride" "chase train" or "quickchase" and some *.map-files for the three cities. But I don't know the function of these files...
10. Saves
No problem with this folder: It contains the savegames of all your game profiles. Maybe we could cheat by changing these files.
11. SFX
There is one file. It defines all the effects like rain, smoke and so on. Just a suggestion.
12. Skies
Probably all the skyboxes for the different daytimes and weather situations. Format: d3s
13. Sounds
There are VSB-files for the music, the menu and the three cities. Just compressed archives. So nothing to change here...
14. Territory
Here we find FMVs, Sound, Texts and so on for the different languages which are supported by the game.
15. Vehicles
Here we find texture archives for the different cars.
So you can see: Most of the files are compressed into archives. Most of the formats used for the compression are unknown to me. We have no tools or programs to open the files and extract them. If we would have such tools we could change most parts of the game: new cars, new music, new sounds, new maps, new missions, and so on. I read on the ATARI-forums that they used 3D MAX for all the models and Photoshop for the textures. Or did I misinterpret that ?^^ These are programs many of us own, so we easily could mod this game. But the first step the extraction of the game files has to be done. And this game is to old and unpopular, so I've no hope that we will have such software.
PS: I hope I could help some of you with my little tutorial and maybe you can find out more about the file formats...if you want...
I'd like to try to explain here the folder and data structure of the pc version of Driv3r and the files we can change with known programs. I hope this will help the people interested in this stuff getting into the material.
First let's have a look on the Driv3r folder. I'll go through all the subfolders and try to explain what the different files do.
1. Anims
Here you can find the animations for Tanner and all other persons in the game. There is one file for every city and the folders "macros" and "Skeleton_Macros". Macros are the single movements for the different models: running, crouching, dead animation, and so on. The Skeleton_Macros have one file for male and one for female characters so they move differently.
The only files we can open are "AnimationLookup.txt" and "MacroList.txt" with notepad or any other editor. The first one defines all the animations in the game:
Code: Select all
The second is a list of all the macros used by the game. I don't know what effects changes in these two files will have. But Driv3r_madness probably knows since he published his "slider-mod"-video. SKELETON ( defines which skeleton type your working on )
CONDITION ( the condition og the character )
DRIVE ( what vehicle they are driving )
CARRY ( a carry type )
actions ( list of actions , clip names and playback options )
2. Cities
These files contain all the textures for the three cities. You can extract the graphics with the Texture Tool by SparedLife. Go to his website to find out more about the tool and the formats used for these files. Attention: Most of the missions also have their own texture archives. So changes in these archives will not show up in the undercover missions. See 6.
3. Configs
There is just one subfolder named "vehicles" with three files in it, one for every city (format: BO3). Maybe these files contains the handling data for the cars.
4. FMV
Yeees, I love them. You can open all the files with the extension *.xmv with the RAD Video Tool and convert them into known formats like avi, mpeg or wmv. So you can look at them with Windows Media Player or VLC. I'll try to replace one of the intro videos (Atari logo or Nvidia logo) with one of my own intro videos. I haven't tried yet but I'm sure that it should be no problem. I hope game will not crash...
Ehhh, yes, these files are of course the beatiful cutscenes.
5. Guns
There is one file which probably defines all data for the guns in the game. So nothing important to me because I don't use guns. Format: Cpr (maybe another compressed archive with inidvidual files in it).
6. Missions
Here we find all the mission related files. The *.dam-archives contain all the textures used in that mission, the *.mpc the mission scripts. We can't open the scripts, but we can use the Texture Tool by SparedLife for openingand extracting the texture-archives. We also can convert one mission into another by renaming them. So we can use miami cars in nice for example. Check out SparedLife's website or this thread: http://drivermadness.net/main/viewtopic.php?p=4353
7. Moods
In this folder you'll find just textfiles which you can open with notepad or any other editor. They define the lighting and colors of the skybox. Driver_madness made some mods with changed mood-files. Check out the forum.
8. Music
You can't listen to the ingame music with Media Player, VLC or any other audio tool. You've to convert these files to *.wav with the Audio Tools. Now open them with Media Player or what you prefer. Note: We cannot insert our own music with this tool.
9. Overlays
I have no idea about this folder. There are bin-files like "take-a-ride" "chase train" or "quickchase" and some *.map-files for the three cities. But I don't know the function of these files...
10. Saves
No problem with this folder: It contains the savegames of all your game profiles. Maybe we could cheat by changing these files.
11. SFX
There is one file. It defines all the effects like rain, smoke and so on. Just a suggestion.
12. Skies
Probably all the skyboxes for the different daytimes and weather situations. Format: d3s
13. Sounds
There are VSB-files for the music, the menu and the three cities. Just compressed archives. So nothing to change here...
14. Territory
Here we find FMVs, Sound, Texts and so on for the different languages which are supported by the game.
15. Vehicles
Here we find texture archives for the different cars.
So you can see: Most of the files are compressed into archives. Most of the formats used for the compression are unknown to me. We have no tools or programs to open the files and extract them. If we would have such tools we could change most parts of the game: new cars, new music, new sounds, new maps, new missions, and so on. I read on the ATARI-forums that they used 3D MAX for all the models and Photoshop for the textures. Or did I misinterpret that ?^^ These are programs many of us own, so we easily could mod this game. But the first step the extraction of the game files has to be done. And this game is to old and unpopular, so I've no hope that we will have such software.
PS: I hope I could help some of you with my little tutorial and maybe you can find out more about the file formats...if you want...
Last edited by JAY on Fri Jun 15, 2007 7:01 pm, edited 2 times in total.