Modding discussion for Driver.
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By someone972
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#32117
Note: This information is now outdated. (8/16/11)

I figured I'd tell you guys the status of everything that I have done and or am working on in case anyone is interested.

From PC levels:
-Model names are completely decoded
-Texture names and positions associated with those names are completely decoded
-Textures are completely decoded except for 2(?) bytes of flags, not too important (d3d files are completely decoded)
-Models are 95% decoded and are viewable but have bugs in the viewer/loader
-Preliminary work on levels has started and levels can be moved around in. No lights, no collisions, crashes, multiple bugs.
-Some other areas are somewhat decoded but have an unknown purpose.

From PS1 levels:
-Just started, so only a little decoding has been done.

From TSD files:
-decoded fully except for which palette to use for the images and some flags.

EXE Patches:
-32-bit screenshot patch
-Wheel patch (The wheels all face the same direction and only the outside rectangles rotate, so I had to make a function that properly rotated more complex models like the chally wheels.) All but one wheel was finished I think.

I might add more later, like what's done with various tools, but this is all for now I guess.

EDIT: (6-19-10)
Here's an update just so all the information is in the same place, rather than splitting it into threads.

Now known for PC levels:
-Lamp data including position, color, and size.
-Chair placement for pedestrians.
-Random parked civ-car positions.
-Starting to figure out more about textures, specifically information to aid in adding new textures to the file without messing up others.

I also found the playercar cosmetics data and denting data in the exe. I eventually plan to try and modify the exe so that the max vertex count for playercars (currently 256) is raised. I will also add a function that loads files for playercar cosmetics and denting, that way they can be easily changed. I would also like to up the max texture count from 256 (probably even less than that :shock: ). Something else that's new is that SOAP and I both have working (to a point) model importers.
Last edited by someone972 on Wed Aug 17, 2011 4:08 am, edited 3 times in total.
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By someone972
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#32124
The next version of the driver texture editor will contain a model viewer that will show all models that use a certain texture, but model importing wont be available yet. Level stuff is pretty far off, there's still a bunch of stuff to decode. PS1 and TSD textures will also be included in the next DTE, as well as a new gui that doesn't eat the cpu.
#32136
Much progress is being done, I am working side by side with Someone, and keeping up to date with information. Unfortunately, we don't have any idea when this will be released. You can take our word when we say it's being worked on, though!
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By someone972
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#32180
I got a successful 24-bit to 8-bit image converter going now, but it hasn't been added to the import section of the code. I think I may have to do a complete rewrite; I'm surprised the DTE even worked at all with the way that code was written :shock: .
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By someone972
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#33971
I made an update to the original post. To anyone reading this, I never added PS1 texture support, or TSD support, but did do a complete rewrite of the Driver Texture Editor and have since released version 2.0.
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By someone972
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#34958
I got a lot of the vertex fix patch (the one to raise the playercar vertex limit), but I made a pretty big mistake. It will probably take a while to fix. Coding direct hex asm instructions is not fast or fun. But I took a break after I found that issue and made a PIC18F4550 act as a ps/2 keyboard :D.
#37138
Dr. Doom wrote:Nice, can't wait to see PS1 levels decoded!
Me too!
I need to get ahold of the car pictures on the .tsd file for Driver:Complete (Im still working on the name)
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