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Antilli Beta Released!
Posted: Tue Mar 04, 2014 2:29 pm
by Fireboyd78
After months without a public beta, the moment has finally come! I've been hyping about model importing for quite some time now, but that time has yet to come. This is something that will be included in (hopefully) the next release.
For now, Antilli serves as a sexy model viewer and texture replacement tool! Yes, this means you can import high-resolution textures into DRIV3R now! Let the modding begin!



Get it exclusively from Driver Madness
HERE! Be sure to read the description/extra information before using this powerful tool!
Enjoy!
Re: Antilli Beta Released!
Posted: Tue Mar 04, 2014 4:55 pm
by VAIMAHDO
Thanks! Awesome! I'm definitely downloading this version! By the way, what about exporting damaged car/object models as an OBJ?
Re: Antilli Beta Released!
Posted: Tue Mar 04, 2014 5:27 pm
by Klancnik777
das awesome!
Re: Antilli Beta Released!
Posted: Tue Mar 04, 2014 8:05 pm
by TheEngiGuy
Wow, can't wait for something cool to happen. Enlighten me folks.
Re: Antilli Beta Released!
Posted: Tue Mar 04, 2014 8:30 pm
by Fireboyd78
DaRkProDucTioNs00 wrote:Thanks! Awesome! I'm definitely downloading this version! By the way, what about exporting damaged car/object models as an OBJ?
Unless any critical bugs are found, this will be included in the next release. I'm working on a .OBJ importer/exporter at the moment, hopefully it won't be long!
Re: Antilli Beta Released!
Posted: Tue Mar 04, 2014 9:41 pm
by VAIMAHDO
Ah, sounds great! No matter what I can't wait for the result!

I'm extremely patient now especially because I've been waiting six years for a strong computer and it's starting to look like seven... Reason is, now that I'm getting a $5 decrease from my allowance each month, It's increasingly difficult to get $45 for a PSU for the dell I'm selling.
Re: Antilli Beta Released!
Posted: Tue Mar 04, 2014 10:12 pm
by Klancnik777
forgot to say: Nice yob Mark! i suppose Zartex is next?
(on other side you should take a break. you earned it )
Re: Antilli Beta Released!
Posted: Tue Mar 04, 2014 11:51 pm
by Skylabh
Awesome as always

Re: Antilli Beta Released!
Posted: Wed Mar 05, 2014 7:30 pm
by max.thunder
I'm definetely going to try this.
Amazing work.
Re: Antilli Beta Released!
Posted: Wed Mar 05, 2014 7:38 pm
by Fireboyd78
The .OBJ importer is coming along nicely! All I need to do now is read materials and finalize my ModelPackage XML format
"ModelPackage XML format??"
Oh, right. A few days before my falling-out with the .OBJ format, I created a conceptual "ModelPackage XML" that loosely resembles the actual ModelPackage format itself. To get a better idea of how this would work, I created an exporter which looks something like this:
Code: Select all<ModelPackage Type="VVS" Version="1">
<Groups>
<MergedPartsGroup UID="1419248412" File="1419248412.obj">
<PartsGroup Name="Model1">
<Part Slot="1" Type="30" Source="Model1_1" />
<Part Slot="2" Type="28" Source="Model1_2" />
<Part Slot="3" Type="24" Source="Model1_3" />
<Part Slot="5" Type="1" Source="Model1_5" />
<Part Slot="6" Type="0" Source="Model1_6" />
</PartsGroup>
<PartsGroup Name="Model2">
<Part Slot="1" Type="30" Source="Model2_1" />
<Part Slot="2" Type="28" Source="Model2_2" />
<Part Slot="6" Type="0" Source="Model2_6" />
</PartsGroup>
<PartsGroup Name="Model3">
<Part Slot="1" Type="30" Source="Model3_1" />
<Part Slot="2" Type="28" Source="Model3_2" />
</PartsGroup>
<PartsGroup Name="Model4">
<Part Slot="1" Type="30" Source="Model4_1" />
<Part Slot="2" Type="28" Source="Model4_2" />
</PartsGroup>
<PartsGroup Name="Model5">
<Part Slot="1" Type="30" Source="Model5_1" />
</PartsGroup>
<PartsGroup Name="Model6">
<Part Slot="1" Type="30" Source="Model6_1" />
</PartsGroup>
<PartsGroup Name="Model7">
<Part Slot="1" Type="30" Source="Model7_1" />
</PartsGroup>
<PartsGroup Name="Model8">
<Part Slot="1" Type="30" Source="Model8_1" />
</PartsGroup>
<PartsGroup Name="Model9">
<Part Slot="1" Type="30" Source="Model9_1" />
</PartsGroup>
<PartsGroup Name="Model10">
<Part Slot="1" Type="30" Source="Model10_1" />
</PartsGroup>
<PartsGroup Name="Model11">
<Part Slot="1" Type="30" Source="Model11_1" />
</PartsGroup>
<PartsGroup Name="Model12">
<Part Slot="1" Type="30" Source="Model12_1" />
</PartsGroup>
<PartsGroup Name="Model13">
<Part Slot="1" Type="30" Source="Model13_1" />
<Part Slot="2" Type="28" Source="Model13_2" />
<Part Slot="6" Type="0" Source="Model13_6" />
</PartsGroup>
<PartsGroup Name="Model14">
<Part Slot="1" Type="30" Source="Model14_1" />
<Part Slot="2" Type="28" Source="Model14_2" />
<Part Slot="6" Type="0" Source="Model14_6" />
</PartsGroup>
<PartsGroup Name="Model15">
<Part Slot="1" Type="30" Source="Model15_1" />
<Part Slot="2" Type="28" Source="Model15_2" />
<Part Slot="6" Type="0" Source="Model15_6" />
</PartsGroup>
<PartsGroup Name="Model16">
<Part Slot="1" Type="30" Source="Model16_1" />
<Part Slot="2" Type="28" Source="Model16_2" />
</PartsGroup>
<PartsGroup Name="Model17">
<Part Slot="1" Type="30" Source="Model17_1" />
</PartsGroup>
<PartsGroup Name="Model18">
<Part Slot="1" Type="30" Source="Model18_1" />
<Part Slot="2" Type="28" Source="Model18_2" />
</PartsGroup>
<PartsGroup Name="Model19">
<Part Slot="1" Type="30" Source="Model19_1" />
</PartsGroup>
<PartsGroup Name="Model20">
<Part Slot="1" Type="30" Source="Model20_1" />
<Part Slot="2" Type="28" Source="Model20_2" />
</PartsGroup>
<PartsGroup Name="Model21">
<Part Slot="1" Type="30" Source="Model21_1" />
</PartsGroup>
<PartsGroup Name="Model22">
<Part Slot="1" Type="30" Source="Model22_1" />
</PartsGroup>
<PartsGroup Name="Model23">
<Part Slot="1" Type="30" Source="Model23_1" />
<Part Slot="2" Type="28" Source="Model23_2" />
</PartsGroup>
<PartsGroup Name="Model24">
<Part Slot="1" Type="30" Source="Model24_1" />
<Part Slot="2" Type="28" Source="Model24_2" />
</PartsGroup>
<PartsGroup Name="Model25">
<Part Slot="1" Type="30" Source="Model25_1" />
<Part Slot="2" Type="28" Source="Model25_2" />
<Part Slot="6" Type="0" Source="Model25_6" />
</PartsGroup>
<PartsGroup Name="Model26">
<Part Slot="1" Type="30" Source="Model26_1" />
<Part Slot="2" Type="28" Source="Model26_2" />
<Part Slot="6" Type="0" Source="Model26_6" />
</PartsGroup>
</MergedPartsGroup>
</Groups>
</ModelPackage>
That would be the Dodge Challenger in Miami if it were an XML file. I haven't decided on the format of materials yet, but I did write a snippet of what I
think it should be by hand:
Code: Select all<Materials>
<MaterialGroup Name="mat_01">
<Material Name="wheel01">
<SubMaterial Type="Wheel" Flags="1030" AlphaSpecular="1" TextureFile="wheel01_1.dds" />
<SubMaterial Type="Wheel" Flags="1030" AlphaSpecular="1" TextureFile="wheel01_2.dds" />
<SubMaterial Type="Wheel" Flags="1030" AlphaSpecular="1" TextureFile="wheel01_3.dds" />
<SubMaterial Type="Wheel" Flags="1030" AlphaSpecular="1" TextureFile="wheel01_4.dds" />
</Material>
<Material Name="body01">
<SubMaterial Type="ColorMaskDamage" Flags="5126" AlphaSpecular="1" Texture="body01" />
</Material>
<Material Name="body02">
<SubMaterial Type="ColorMaskDamage" Flags="5126" AlphaSpecular="1" Texture="body02" />
</Material>
</MaterialGroup>
</Materials>
<Textures>
<TextureGroup Name="body01">
<Texture File="body_clean.dds"/>
<Texture File="body_clean_mask.dds"/>
<Texture File="body_damaged.dds"/>
<Texture File="body_damaged_mask.dds"/>
</TextureGroup>
<TextureGroup Name="body02">
<Texture File="body_clean.dds"/>
<Texture File="body_clean_mask.dds"/>
<Texture File="body_damaged.dds"/>
<Texture File="body_damaged_mask.dds"/>
</TextureGroup>
</Textures>
If anyone has suggestions for how model importing should work, I'm all ears. If I like your idea(s), I might implement them!

Re: Antilli Beta Released!
Posted: Wed Mar 05, 2014 8:03 pm
by VAIMAHDO
Oooo, fast progress! Importing already?! Nice! And for model importing it seems our own textures are compatable?

Re: Antilli Beta Released!
Posted: Wed Mar 05, 2014 8:29 pm
by Fireboyd78
DaRkProDucTioNs00 wrote:Oooo, fast progress! Importing already?! Nice! And for model importing it seems our own textures are compatable? 
I'm not sure what you mean on that last part

Re: Antilli Beta Released!
Posted: Wed Mar 05, 2014 11:01 pm
by Skylabh
CarLuver69 wrote:I'm not sure what you mean on that last part 
I guess he means custom or new textures.
So here is my first attempt with a HD texture, the van's grill :

Re: Antilli Beta Released!
Posted: Thu Mar 06, 2014 4:19 am
by VAIMAHDO
Skylabh wrote:CarLuver69 wrote:I'm not sure what you mean on that last part 
I guess he means custom or new textures.
So here is my first attempt with a HD texture, the van's grill :

Skylabh answered my question.

Holy s^#t! That's soo sexy! Later today (Because I just freggin woke up) I'm going to do something awesome with all the cars!

Once again, I can't believe we have gone this far already with DRIV3R mods, I would say this is the most serious and advanced mod for DRIV3R yet!

And I think I have a little experiment to show you guys..

Re: Antilli Beta Released!
Posted: Thu Mar 06, 2014 4:42 am
by Skylabh
Another grill with a rusted hood

Re: Antilli Beta Released!
Posted: Thu Mar 06, 2014 4:55 am
by VAIMAHDO
Awesome! and Sorry but... I have no idea how to do this!

Could someone tell me?
Re: Antilli Beta Released!
Posted: Thu Mar 06, 2014 5:30 am
by PostalDude
Skylabh wrote:Another grill with a rusted hood
Why's the rest of the texture all pixelated?
Re: Antilli Beta Released!
Posted: Thu Mar 06, 2014 5:44 am
by Skylabh
DaRkProDucTioNs00 wrote:Awesome! and Sorry but... I have no idea how to do this!
Could someone tell me?
There is the extra information tab on the download.
PostalDude wrote:Why's the rest of the texture all pixelated?
Texture resized at 512 x 1024, as mentioned on skype. Otherwise the grill's texture would be reduced in size with a loss of quality. And this is only a part of the van's texture.
Re: Antilli Beta Released!
Posted: Thu Mar 06, 2014 5:47 am
by Klancnik777
O: nice work fred!
Re: Antilli Beta Released!
Posted: Thu Mar 06, 2014 5:50 am
by Skylabh
Klancnik777 wrote:O: nice work fred!
Thank you.
Re: Antilli Beta Released!
Posted: Thu Mar 06, 2014 6:10 am
by VAIMAHDO
Nevermind my last post, I think I figured it out, but when I import a new texture Antilli crashes. But I'm pretty sure that's because I'm rendering an animation in the background and it's eating up my CPU and making everything else slow and choppy.
Re: Antilli Beta Released!
Posted: Thu Mar 06, 2014 6:31 am
by Klancnik777
welp made a little test:

Re: Antilli Beta Released!
Posted: Thu Mar 06, 2014 6:47 am
by Skylabh
OUCH ! Poor Tanner lol
Nice work

Re: Antilli Beta Released!
Posted: Thu Mar 06, 2014 6:53 am
by Klancnik777
Haha thanks ;D
btw you gonna release this:
Skylabh wrote:

?
Re: Antilli Beta Released!
Posted: Thu Mar 06, 2014 7:11 am
by Skylabh
Klancnik777 wrote:Haha thanks ;D
btw you gonna release this:?
Well it was just a try.
Re: Antilli Beta Released!
Posted: Thu Mar 06, 2014 7:21 am
by VAIMAHDO
Klancnik777 wrote:welp made a little test:

AAHHA! It's sucky that I just crash. I edit a DRIV3R texture with MS Paint, then convert it to DDS and attempt to use it in Antilli. When I click replace, and click the texture I want, it crashes.
Re: Antilli Beta Released!
Posted: Thu Mar 06, 2014 7:42 am
by Skylabh
DaRkProDucTioNs00 wrote:AAHHA! It's sucky that I just crash. I edit a DRIV3R texture with MS Paint, then convert it to DDS and attempt to use it in Antilli. When I click replace, and click the texture I want, it crashes.
You must keep the same dxt format and keep a power of 2 for the texture . Maybe it's the problem.
Re: Antilli Beta Released!
Posted: Thu Mar 06, 2014 7:48 am
by Klancnik777
just remembered ima try to import hi res texture of a ped that appears in dpl
Re: Antilli Beta Released!
Posted: Thu Mar 06, 2014 7:59 am
by Fireboyd78
DaRkProDucTioNs00 wrote:I edit a DRIV3R texture with MS Paint, then convert it to DDS
Renaming a file is not converting it.
You need to save DDS textures as either DXT1/DXT3/DXT5 and keep the size as a power of 2. Here are some examples:
- 64 x 64
- 64 x 128
- 128 x 256
- 256 X 256
- etc..
The supported sizes are 16, 32, 64, 128, 256, 512, 1024 and 2048. And for the love of god, please don't use MS Paint to make texture mods!
Re: Antilli Beta Released!
Posted: Thu Mar 06, 2014 8:06 am
by PostalDude
CarLuver69 wrote:DaRkProDucTioNs00 wrote:I edit a DRIV3R texture with MS Paint, then convert it to DDS
Renaming a file is not converting it.
You need to save DDS textures as either DXT1/DXT3/DXT5 and keep the size as a power of 2. Here are some examples:
- 64 x 64
- 64 x 128
- 128 x 256
- 256 X 256
- etc..
The supported sizes are 16, 32, 64, 128, 256, 512, 1024 and 2048. And for the love of god, please don't use MS Paint to make texture mods!

Jesus Christ.....