- Tue Jul 09, 2013 11:06 am
#49813
F.A.Q.
Q: What is DSCript?
DSCript is an open-source .NET class library that is mainly used for managing the Chunk-based files in Driv3r, Driver: Parallel Lines, and Driver: San Francisco. This allows interested developers to incorporate DSCript into their project,
write tools that modify the resources inside of them, and then use DSCript to repackage everything. There are also miscellaneous resources inside of DSCript, such as every documented Chunk type, and later on down the road, resources that regard hard-to-crack formats. Typically, this means some form or another of model / texture loading will be present, but these will be sorted out as development moves along.
Q: Can we download it?
Yes, DSCript is now on BitBucket - You can find it here!
NOTE: This version is extremely outdated, as I stupidly decided it would be a GREAT idea to split everything up and not update my repositories! Sorry about that!
Q: Why isn't this finished yet?
I'm very bad at procrastinating. Sorry. Not good enough? Here's a giant wall-of-text I wrote before!
I've made a lot of tools since I started my journey in Driver modding. In no particular order:
DVEdit (Driv3r, Driver: Parallel Lines(?))
Status: Cancelled
03/18/2016: I forgot this even existed! Yeah, it's dead, but Antilli is alive and well!
This is the model/texture editor I will be working on. It's had a bit of a bumpy development, and you would think the source code is on the GitHub, but in reality, it's not. What do I mean by that? I keep finding myself making these tools that end up looking like a Chunk editor, even though they're not meant to be one. DVEdit is going to be entirely different than what can be found now.
This is a picture of the DVEdit that currently exists:
Looks familiar...
It's not supposed to be a Chunk viewer, but I did it again!
I did at one point have a working texture viewer, though. It worked for Driv3r and Driver: Parallel Lines like a breeze. But foolishness lead to me breaking it, and not having a backup of working code. I didn't even get any screenshots of it, which is something I rarely forget to do. It was rather neat, and I wish I could show it off!
Check back in this thread for more updates on DVEdit (I'm probably going to change the name), I don't really update this post much so don't be shocked when it doesn't get updated!
DChunk (Driv3r, Driver: Parallel Lines, Driver: San Francisco)
Status: Canceled
03/18/2016: Yes, this one is also dead. Antilli is pretty much an all-in-one editor these days
A simple editor for importing/exporting Chunk resources:
After months of contemplating, I've decided that DChunk will stay relatively the same as it is now; however, any extra functionality outside of importing/exporting Chunk resources will be nearly non-existent. A build info editor, for example, could be one of the very few things the tool does outside of importing/exporting.
This will basically be the "installer", with everything else requiring special editors. More editors can be made down the line, but it all starts here.
Download the beta here: https://dl.dropboxusercontent.com/u/691 ... 8_beta.zip
Zartex (Driv3r)
Status: On-hold
A mission editor that will allow you to create entirely new missions using advanced mission logic. Currently on hold due to the complexity of certain things, such as drawing with GDI (basically the lines being drawn) and figuring out how DRIV3R interprets the logic.
Here's a screenshot demonstrating the workflow to modifying missions:
Features of my custom Flowgraph include the ability to drag lines from output nodes to input nodes, right click and add new ones, drag them around, and that's pretty much it for now. A lot of work ahead on such a short road.
All of this wouldn't have been possible without the relentlessness of Klancnik777 (formerly Janujeq), who's research into the MPC file format gave me that final push to make Zartex a reality. Without him, this tool would've probably never been made. Thanks man!
Development screenshots:
GMC2 Snooper (Driv3r)
Status: Unknown
03/18/2016: I literally cannot find the code for this program. I've looked everywhere for it and it's like it just...disappeared. I need to find it!
I decided to try my luck at loading some PS2 textures. After much frustration, I finally got somewhere! In its current state, it can only load 8-bit textures, and still needs 4-bit texture support. It is unknown when I will work on this again, as it is not important right at the moment.
The tool itself won't be released, but the loading of PS2 assets will surely find its way into DSCript eventually!
BO3 Editor (Driv3r)
Status: Unknown
BO3 files have been, for the most part, fully decoded. I started mocking up a BO3 editor back in early August, but at that point I didn't have much experience and was still programming in VB.NET. This will require porting over to C# and actual functionality implemented. Think of it as "concept art":
D2LEV (Driver 2)
Status: Unknown
Thanks to the vast knowledge found over in Krishty's thread regarding Driver 2's level format, I was able to make this simple tool that, in its current state, does nothing more than read a little bit of Driver 2 .LEV files:
Q: What is DSCript?
DSCript is an open-source .NET class library that is mainly used for managing the Chunk-based files in Driv3r, Driver: Parallel Lines, and Driver: San Francisco. This allows interested developers to incorporate DSCript into their project,
write tools that modify the resources inside of them, and then use DSCript to repackage everything. There are also miscellaneous resources inside of DSCript, such as every documented Chunk type, and later on down the road, resources that regard hard-to-crack formats. Typically, this means some form or another of model / texture loading will be present, but these will be sorted out as development moves along.
Q: Can we download it?
Yes, DSCript is now on BitBucket - You can find it here!
NOTE: This version is extremely outdated, as I stupidly decided it would be a GREAT idea to split everything up and not update my repositories! Sorry about that!
Q: Why isn't this finished yet?
I'm very bad at procrastinating. Sorry. Not good enough? Here's a giant wall-of-text I wrote before!
The Procrastinator wrote:I am a perfectionist when it comes to my work. I don't want to release half-assed tools that are full of bugs and constantly crash and/or corrupt data. I strive for the highest quality possible in my work; from clean, well-written code, to powerful, innovative features you won't find anywhere else. I think outside of the box, and sometimes reinvent the wheel. With all of this in consideration, I am only one person with many ideas. The freedom to work on a variety of things is what keeps me going. It may be annoying at times to see projects fall out of favor in favor of something entirely different, but this freedom is what keeps me motivated and allows me to learn different things along the way. Focusing on one subject can drive me nuts, which is why DSCript fell into a temporary hiatus at one point. A little here, a little there. And remember: patience is a virtue. I started from nothing; a game that had pretty much no modding whatsoever, and I've had to do everything myself. This is a lot of work!Modding Tools
I've made a lot of tools since I started my journey in Driver modding. In no particular order:
DVEdit (Driv3r, Driver: Parallel Lines(?))
Status: Cancelled
03/18/2016: I forgot this even existed! Yeah, it's dead, but Antilli is alive and well!
This is the model/texture editor I will be working on. It's had a bit of a bumpy development, and you would think the source code is on the GitHub, but in reality, it's not. What do I mean by that? I keep finding myself making these tools that end up looking like a Chunk editor, even though they're not meant to be one. DVEdit is going to be entirely different than what can be found now.
This is a picture of the DVEdit that currently exists:
Looks familiar...
It's not supposed to be a Chunk viewer, but I did it again!
I did at one point have a working texture viewer, though. It worked for Driv3r and Driver: Parallel Lines like a breeze. But foolishness lead to me breaking it, and not having a backup of working code. I didn't even get any screenshots of it, which is something I rarely forget to do. It was rather neat, and I wish I could show it off!
Check back in this thread for more updates on DVEdit (I'm probably going to change the name), I don't really update this post much so don't be shocked when it doesn't get updated!
DChunk (Driv3r, Driver: Parallel Lines, Driver: San Francisco)
Status: Canceled
03/18/2016: Yes, this one is also dead. Antilli is pretty much an all-in-one editor these days
A simple editor for importing/exporting Chunk resources:
After months of contemplating, I've decided that DChunk will stay relatively the same as it is now; however, any extra functionality outside of importing/exporting Chunk resources will be nearly non-existent. A build info editor, for example, could be one of the very few things the tool does outside of importing/exporting.
This will basically be the "installer", with everything else requiring special editors. More editors can be made down the line, but it all starts here.
Download the beta here: https://dl.dropboxusercontent.com/u/691 ... 8_beta.zip
Zartex (Driv3r)
Status: On-hold
A mission editor that will allow you to create entirely new missions using advanced mission logic. Currently on hold due to the complexity of certain things, such as drawing with GDI (basically the lines being drawn) and figuring out how DRIV3R interprets the logic.
Here's a screenshot demonstrating the workflow to modifying missions:
Features of my custom Flowgraph include the ability to drag lines from output nodes to input nodes, right click and add new ones, drag them around, and that's pretty much it for now. A lot of work ahead on such a short road.
All of this wouldn't have been possible without the relentlessness of Klancnik777 (formerly Janujeq), who's research into the MPC file format gave me that final push to make Zartex a reality. Without him, this tool would've probably never been made. Thanks man!
Development screenshots:
GMC2 Snooper (Driv3r)
Status: Unknown
03/18/2016: I literally cannot find the code for this program. I've looked everywhere for it and it's like it just...disappeared. I need to find it!
I decided to try my luck at loading some PS2 textures. After much frustration, I finally got somewhere! In its current state, it can only load 8-bit textures, and still needs 4-bit texture support. It is unknown when I will work on this again, as it is not important right at the moment.
The tool itself won't be released, but the loading of PS2 assets will surely find its way into DSCript eventually!
BO3 Editor (Driv3r)
Status: Unknown
BO3 files have been, for the most part, fully decoded. I started mocking up a BO3 editor back in early August, but at that point I didn't have much experience and was still programming in VB.NET. This will require porting over to C# and actual functionality implemented. Think of it as "concept art":
D2LEV (Driver 2)
Status: Unknown
Thanks to the vast knowledge found over in Krishty's thread regarding Driver 2's level format, I was able to make this simple tool that, in its current state, does nothing more than read a little bit of Driver 2 .LEV files:
Need help with something? PM Me!
Formerly known as CarLuver69 / Dr. Doom
Formerly known as CarLuver69 / Dr. Doom