Modding discussion for Driver: Parallel Lines.
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By JAY
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#13072
What you will need:

- 3D Ripper DX: http://drivermadness.890m.com/viewtopic.php?t=451
- 3D Studio Max 5.0 - 9.0 (10.0 will not work)

What you must do:

Open 3D Ripper DX and select the executable file of Driver Parallel Lines. Select directories for storing frames, shaders and textures.

Start the game by pressing the button "Launch". Load a profile. Now you will see a label "Ready to capture" at the top left corner. Press "F12" to capture a frame of the environment. Close the game.

Open 3D Studio Max and import the frame. Select "File > Import "Format 3DR". You will find the *.3DR file in the frame directory of 3D Ripper. Now wait until the import process is finished.

Now you should see a part of the map. In the 3D view you can move around. You also can select 3D objects and modifiy them: move them around the map, make a copy or delete them. So you can create your own beatiful scene and render it finally.

Image

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Why this is useful for us:

Now we can say that Reflections used commercial formats and developed Driv3r/Driver Parallel Lines with commercial programs like 3Ds Max, Maya or Photshop.

Image

http://usa.autodesk.com/adsk/servlet/it ... id=2774123

So if we would find a way to extract the archives, then it should be no probems to make new cars or modify the map files. So our problem is the missing Import/Export-Tool...
Last edited by JAY on Fri Apr 03, 2009 4:18 am, edited 2 times in total.
User avatar
By DriverKid
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#13074
Awesome! Haha make a bunch of cop cars flying through the air!

EDIT:Does this work with any game?
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By Daltarin-Elite
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#13081
That would be brilliant, i would love to make my own cars in the game. But could you add the car to the list or would it override another car?
User avatar
By madness
#13093
Actually we cannot say reflections used these programs to create their cities. The only reason this application can export to these programs is because a windows application has to render itself in read time in the direct-x format and is more simpler games the OpenGL format.

The games engine renders it into this format and 3d ripper can read these formats.

Yeah, well reflections interactive mappers (developers) said they used 3dmax when I asked them this question in the developer chat just before parallel lines was released.

But that's not the point, what I'm trying to say Reflections Interactive didn't use commercial formats they would have used commercial programs though.

Reflections Interactive developed their own plugins for 'max' to export them into a format their games engine understands. Plus the fact there also in encrypted archives as well so that just makes our job harder.

When I looked into the plugins they used i researched them and I couldn't find a real commercial plugins so they could have only created it themselves.

So once we extract the archive these are in we still have to convert these files into a format understandable in 3d max and once we have finished editing them we have to export them back.

[hr]

Also you mentioned this program ages back and I tried it.
Unfortunately it didn't work for me, I think that's because I have two processors or something I'm not really sure why it isn't working.

:(
User avatar
By JAY
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#13095
That shouldn't be the problem at the moment. 3ds Max can handle a lot of formats. As long as the original model was built with the program, it should be easy to develop a plugin.

The biggest problem is to extract the original files from the archives. Without a tool which can export and import files from the *.sp archives, the modding scene will not move forward in the future. People want to see new cars, maps and this stuff, and not some nice, but easy to make texture modifications...

PS: You mean you have a dual core CPU? Then that shouldn't be a problem. I have a Core2Duo in my laptop and it works for me.

Picture: It's easy to get the car models from the game. Load a car in the garage and capture the scene with 3D Ripper. Then import it into 3ds Max. Now you just have to delete the garage objects.

Image
User avatar
By madness
#13106
Actually I don't think it is as easy as you think.
Maybe if those developers released a tool to save us all this time.
We would have no problems what so ever.

In this topic I mentioned the tools reflections used for exporting the main source files.

They all look like export plugin's that reflections made themselves.
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