Jump to content
We promise no intrusive ads, Please help keep the community alive
Consider supporting us by disabling your ad blocker / add to whitelist / purchasing VIP.

Djey

V.I.P!
  • Posts

    2,628
  • Joined

  • Last visited

  • Days Won

    88

Everything posted by Djey

  1. Question, didn't you encounter issues with BnkFileEditor ? How about file size of files you want to replace ? This tool was unuseful when trying to put bigger files than original (textures, sounds and such).
  2. 2DB file is a texture and must be converted to DDS format to edit. Use TDU Modding Tools then photoshop, paint.net or whatever. (more info with texture editing tutorials @Turboduck).. 428 is not a reasonable index, I doubt you can add a logo at 428th cell in the textures.
  3. Since 1.68b patch, all available logo slots are already taken I guess. Logo count limit is 64, TDU does not seem to read beyond this. Anyway, this is how it works : 2 files are used for logos : icons_map.2db : for the dealer icons on the map (2048x1024) logos_brands.2db : for the badges (vehicle datasheet etc) (2048x2048) Those are packed into Euro/Bnk/FrontEnd/AllRes/LogoTexturePage.bnk Have a look at them. Layout is a grid, so each logo has an index, starting at 0 (= AC logo) , next is 1 ... and so on by reading from left-to right. When you're at the end of a line, it continues from the left at next line. Important : Indexes for a same brand should be the same in both grids ! Some indexes are reserved for other POIs (challenges, tuner shops, etc.) and should not be erased by brand logos nor associated to a brand To link a logo to a brand, change this value in database (TDU_Brands.db) : Logo_Global_Index (5th column) You d'have to set the value identical to logo index in previous grids. E.g of a database instruction : 735|735 55338337 55338337 55338337 <INDEX> 0 7
  4. This file describes torque curve in Nm according to engine RPM (angular velocity in rad/s). And other osbcure things which depend on the vehicle (???). Unlikely this has to do with cockpit speedometer, but who knows ... You'll be able to handle this kind of files s00n, thanks to mcv100 fellow. ;)
  5. No worries ! Glad you were able to sort it all out :)
  6. Try to replace Euro/bnk/database/cameras.bin file with a backup or the one in TDUMT/xml folder. And .... logs please. How am I supposed to guess what's going on ? :)
  7. Thanks for feedback, it may be time to release a patch for it :) I will test it when I can. Could you please send me your offending DB.BNK ? (or TDU_CarPhysicsData.db should be okay).
  8. Any error logs ? Are you sure line does not even appear in DatabaseEditor after that ? There's no length limit in the tools for such a car slot REF, but maybe has TDU ...
  9. Did you try to change database schema ? As I understand, current column type is NUMERIC. Changing numeric format could do the trick, e.g ######## or equivalent (can't remember exact syntax though, just google for it).
  10. i think you are misusing mapping tool. File name you'll give after --mapFile should not be a bnk it's the bnk1.map file location you should enter. The new bnk files have to be put in correct directory before executing tduf.
  11. Indeed ! At least TDUPE is somewhat related to installer as performance packs can be imported in TDUMT :) I don't have the answer though... are you talking about the mdb file from TDUPE ? I can't really see the issue.
  12. Have a look at civicmanvtec's megapack thread (base files) and milli's thread (customized pack files) to see how you should proceed :)
  13. Wow. Never thought #tduforever initiative would lead to this kind of massive mod so quickly. Good job, milli. You and other people do prevent me from leaving TDU Tooling :)
  14. CustomizeViewsUnlimited asks for a modded Cameras.bin file to provide, which contains more cameras entries. Some TDU versions have very incomplete cameras.bin and thus can't be used to adjust views. TDUMT has such an enhanced Cameras.bin file embedded (you'll find in directories). Yes, they work. They allow changing traffic density according to island zones (SetTrafficDistribution) and traffic vehicle density per kilometer (SetTrafficPerKilometer). That's used with patch 1.68b but it causes sync issues if people use different configurations while online ... (vehicles appear/disappear randomly). So I don't recommend using these instructions online.
  15. As new files can be added now, having real cloth models should be fun :D
  16. Here is a thread to collect all questions and answers about making install.pch files to use with TDUMT/Installer. It is intended to complete information from official modding guide : http://bit.ly/18IRb6N To everyone, feel free to participate :) Brands This is how it works : 2 files are used for logos : icons_map.2db : for the dealer icons on the map (2048x1024) logos_brands.2db : for the badges (vehicle datasheet etc) (2048x2048) Those are packed into Euro/Bnk/FrontEnd/AllRes/LogoTexturePage.bnk Have a look at them. Layout is a grid, so each logo has an index, starting at 0 (= AC logo) , next is 1 ... and so on by reading from left-to right. When you're at the end of a line, it continues from the left at next line. Important : Indexes for a same brand should be the same in both grids ! Some indexes are reserved for other POIs (challenges, tuner shops, etc.) and should not be erased by brand logos nor associated to a brand To link a logo to a brand, change this value in database (TDU_Brands.db) : Logo_Global_Index (5th column) You d'have to set the value identical to logo index in previous grids. E.g of a database instruction : 735|735 55338337 55338337 55338337 <INDEX> 0 7 Cameras CustomizeViewsUnlimited asks for a modded Cameras.bin file to provide, which contains more cameras entries. Some TDU versions have very incomplete cameras.bin and thus can't be used to adjust views. TDUMT has such an enhanced Cameras.bin file embedded (you'll find in directories). Resources To create many resource values in one instruction, use second solution. Yet, you still need one instruction per language (FR, US, IT ...) Traffic Yes, they work. They allow changing traffic density according to island zones (SetTrafficDistribution) and traffic vehicle density per kilometer (SetTrafficPerKilometer). That's used with patch 1.68b but it causes sync issues if people use different configurations while online ... (vehicles appear/disappear randomly). So I don't recommend using these instructions online.
  17. Using MiniBnk for TDU2 (from TDUMT2) is a good start to add new files to existing bnk... never really tested with TDU1 but might work ;)
  18. Ok indeed, if there's a difference between resources in different languages, TDUMT can't ever detect them. But there's a chance TDUF can. It would have to be tested one of these days :) The issue is that DB_FR is just a copy of included DB_US file for now , so the files are not compatible with all installers. It would be better that DB_FR (and any additional language) files to be updated also. That's a lot of work, maybe it will be ok for release. That's the same issue people are used to encounter by using TDU Gold Version (east european), there's an abnormality in resource files... even if they look right on the outside, they don't have correct file names into BNKs. Thus, the tools are lost!
  19. You should fetch and post the Debug.log files to allow someone to invest about your installer issue :) As for every corruption issue, have you tried TDUMT Database Editor to check and fix database ?
  20. Your eyes didn't not miss that, did they? :p Indeed, that's a curiosity with encryption mode 1 (btrq, database files). To make opening of these files harder, Eden devs have decided to insert 8 bytes at the beginning of each file to encrypt. That's what Luigi Auriemma discovered and it's a great thing source code of his tool is publicly available. So, like tdudec, tduf inserts current date in seconds (=timestamp: number of seconds since EPOCH, that is 01-01-1970) followed by its complement value. 4 bytes each. Then encrypts the whole. That explains why encrypted file size in mode 1 is 8 bytes larger than same file in mode 0. Note that those timestamp values are not used after unencrypting.
  21. Announcement : TDUF toolset 0.3.0 now available ! So, what's new ? * Bug fixes: all from 0.2.1 hotfix (see previous release) * Research: BTRQ file structure now uses cryptoMode setting to use auto-encryption feature * Research: added new beta file structures to be enhanced (Cameras.BIN, SHK, PMI) - SHK remains default, still * FileTool: new 'encrypt'/'decrypt' operations * FileTool: ability to process encrypted files * DatabaseTool: new 'gen' operation to produce TDU database from JSON files * DatabaseTool: enhanced 'check' operation, performing wider integrity check of TDU database * DatabaseTool: ability to process encrypted files * Library/support: handles both encryption modes for TDU files (savegames and database) * Library/database: ensures contents have size multiple of 8 when written for more compatibility * Library/structure: supports very short NUMERIC type (8 bit) * Library/structure: respects data length when writing * Core: upgrade misc. utility libraries. See first post to download!
  22. That's because of Gold Edition, database files are different .... making patches incompatible. Maybe you can try with replacing all database files with those of west european version [1.66 Megapack] (ask a friend), then applying 1.68b patch. Should work.
  23. What's your game language ? If not, try to switch to English in game options ... or replace DB_xx.bnk (where xx is your current language) by a copy of provided DB_US.bnk.
×
×
  • Create New...