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Djey

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Everything posted by Djey

  1. Closed thread: you'll find updated documentation within TDUCP project: https://github.com/djey47/tdu-cp/wiki/TDUF-Reverse-Engineering-Files [TDUF] Understand TDU files with FileTool Hello, this thread will explain how to use a TDUF feature, that is FileTool. Also, it's a place where people may collaborate, to help with understanding of TDU Files. PRE-REQUISITES Installed TDUF Toolset (0.2.1+): http://forum.turboduck.net/threads/32570-TDUF-Djey-Tools-and-Discussion-about-new-modding-possibilities Web browser (easy!) Hex Editor software your are comfortable with (optional, but recommended) Sense of logic (a little) Free time (a bunch) Fierceness! That's all for now :) TUTORIALS If you'd need to remember only one thing: you don't have to know the complete structure of a file to begin playing with it. Favor baby steps ;) 1. OPENING EXISTING FILE 2. EDITING EXISTING FILE 3. SAVING EXISTING FILE 4. ADVANCED: ADD SUPPORT FOR NEW FILE TODO FILE STRUCTURE UPDATE Here are all latest known file structures to play with. Feel free to test, modify, understand and enhance them ;) DOWNLOAD REFERENCE FileTool instructions applyjson : writes a json back to TDU file. decrypt : make XTEA encrypted TDU file readable again. encrypt : transform file contents with XTEA algorithm - used by some (db, btrq, playersave...). jsonify : converts a supported TDU file to JSON file, allowing it to be edited. File Structure reference Example: First level information reference: name : to identify file you want to decode littleEndian : true/false, indicates byte order - most of TDU files are little endian cryptoMode : in case of encrypted file, indicates the encryption mode used - 0=Savegames, 1=Others (db, btrq...) fields : list of fields contained in this TDU file (see Field reference below) Note that cryptoMode set to 0 or 1 will make file to be automatically encrypted/decrypted by FileTool, so you won't have to. Field/Subfield reference: name : give clearest meaning as possible - must be unique ! type: one of predefined values indicating data kind (see Field types below) signed: (from version 0.6.0) true if value should be signed, false otherwise. When absent, value is considered as unsigned. size: number of bytes used by this field (see Size tricks below) subFields: used when field type is a REPEATER, list of repeated fields Field types: TEXT: clear text data INTEGER: an integer, numeric value (e.g.: 53) FPOINT: a floating-point, numeric value (e.g : 235,6547) GAP: an area filled with 0's UNKNOWN: to be discovered still REPEATER: embeds a list of complex values (with their own layout) Size tricks: - Size attribute is basically the number of bytes used by corresponding field, but with some exceptions: When UNKNOWN field type, it is not mandatory - if omitted, the field is expected to occupy all remaining bytes in file. When REPEATER, its meaning is the count of repeated items. When REPEATER, it's not mandatory either - if omitted, the sub-items are expected to be repeated till the end of the file. Important: when INTEGER field type, only supported values are 1 or 2 or 4. When FPOINT field type, 2 or 4 are supported. - Value of this attribute may also be a formula e.g : size: "=(2+3)*6" will interpret it as 30. - A formula may contain a reference to a previously read field e.g size: "=5*?fieldName?" will interpret it as 30, as long a field named fieldName has been read before and has a value of 6. Please note: Field reference writes itself as field name declared earlier in structure, surrounded by question marks characters (?) Concerning repeated fields, they get unique name each, following: repeaterFieldName[itemRank].repeatedFieldName e.g ?itemList[5].speed?, will reference speed field, repeated under itemList field, at rank 6 (as first item is always at rank 0). Also, it is possible to reference a repeated field with the same rank without giving the full name: e.g ?speed?, will reference speed field, repeated under the same field as current one and as same rank. CREDITS 2CVSUPERGT &TDUCK community => BIN (cameras) research mcv100 => BTRQ research Speeder => PMI/SHK research
  2. Sorry, I can't really understand what was your issue, and how Commodo AV can be related to it :confused: If TDUPE works, TDUMT should work as well. Important : do not run TDUPE and TDUMT at the same time; please save your changes then close app to run the other tool.
  3. That's why best sound mods are so rare and hard to achieve. The best results will be observed with recordings in mostly 'studio' environments :)
  4. Hi, Tob-Racer ! Maybe this document will contain interesting things, http://bit.ly/qniFQd (be warned that some of contents are obsolete, though ;) )
  5. :clap: Moddingly speaking, 2014 did end well and 2015 is starting even better, way better than expected. TDUF 0.2.0 is in great way to release, it will provide features to reverse engineer game files. I hope it will be useful to understand those and speed'up the project ;)
  6. He might be one of the few who still have direct connection to the Internet :) (remind me the good old days with Alcatel USB modems... )
  7. That requires time and effort indeed, but that works. ;) Good thing is you have opportunity with latest modding features (big bnks, new slots etc).
  8. Here is a list of misc. tutorials and info threads, I hope there will be useful. > TDU Mod FAQ (by thunderhawk17382) > List : .bnk Exterior and Interior - What the File Names Refer To > Best Cameras and IK's (compliant with TDUMT 1.14 and patch 1.68a) (by Kurgan777) > How add new name in TDU Modding Tools (by reventon09) > How add new color to cars with TDUMT (by reventon09) > Using groups for installer (by edwin) > Change camera and IK (LHD/RHD) (by DJvitas)
  9. Now sharing an update to VehicleSlots.xml, allowing TDUMT to edit all vehicles. Traffic is not handled for now. Download at first post :)
  10. 2DM : definition of materials used by vehicle 3D model. File is handled by ZModeler tool while importing/exporting. :)
  11. The sole feature that makes me think about this :) Test Drive Unlimited: Project Paradise [v0.03A PUBLIC BETA AVAILABLE!] - Page 4 | turboduck forum Same as adding drivable slots, but AIConfig.xml configuration file must be updated (Installer can do that : SetTraficXXXXX). Though, I don't recommend doing this unless you're playing offline. Sync issues will appear in online as not everyone will have the same config. Slot information is in tdumt/xml/VehicleSlots.xml, all slots have to be added and unlocked. You may change it by yourself, and I will update it for next bugfix release. Great! Thanks! ;)
  12. Many causes to this well-known issue :) I hope you'll find answers in this document : http://bit.ly/qniFQd
  13. Great news ! And we are not in a hurry ;) I recommend to make a first release without new tuning packs, because that has a consequence : car models may change if you choose to tune the vehicle. Some people like to use new slots to put any mod of their choice, so this could lead to unconsistency (e.g tuning a C63 with BRABUS/AMG would make a totally different brand/car vehicle to appear instead - and there's no way back ?) . Not sure I am very clear ... :)
  14. Same here. Hopefully there's a screenshot but that does not help much. Will need help from people who can read russian :)
  15. Indeed, current cameras.bin won't be enough to support all slots. Adding new cameras should be possible, but we must get a full understanding of cameras.bin file first. Maybe this TDU cameras editor can help : HF Garage.ru - TDU Cameras Bin Editor --- Btw, now working onto v0.2.0 with integrated encrypter/decrypter and support for new file formats (.btrq). A command-line tool to help with understanding of file formats wille also be available.
  16. lol I just can imagine cars put on bike stands :D One great thing would be to count how many total slots are available throughout all cars, bikes dealers, and even V-Rents ! That's a limiting fact for sure ... i hope we'll be able to locate those new 34 vehicle slots somewhere. After that, for added slots, people will have to use tools and make choices to dispatch vehicles where they want to.
  17. Yeah. 15 slot for a dealer is the absolute maximum allowed by the game, but it will depend on Bitfield + metadata in dealer building file. I even dunno if there's such a usable dealer ever. Btw you'll all notice in database that Tuning Shops get car slots as well :D Fairly usable, though. Yes, unless tuning kits are updated accordingly. This. Maybe the location in salon is specified by a dummy in 3D model or in any unclear file ... the second option is a pain as usual.
  18. okay but did you change Bitfield value in car physics as stated before ? (I've just added in the FAQ onto first post) I regret but DatabaseTool is intended for advanced users / application developers - and I'm afraid you won't get anything interesting from it without knowing some command line and JSON parsing basics. Sorry :( Btw, usage example for Database tool is given, so the thing is to read what's written, adapt and run it according to your needs. As stated many times before, these tools are for research and do not provide graphical user interface ...
  19. Which files did you add to Vehicles folder ? Did you fix Lambo GT slot in database before ? As it's a DLC car slot, it's locked at original state. For those kinds of slots, new job by civimanvtec will do the trick !
  20. Did you add new files in Bnk folders before executing tool ? What does the tool indicate after launching fix-missing op ?
  21. Imo it just serves as demonstrating what it will be possible to do in the future. To make anyone dreaming about it :) The first step may lead to a 1.70 community patch from a very clean base, including : 1.67 database + opened slots OR 1.66 + megapack database + opened slots Enhanced Magic Map All new files using default TDU contents (ext, int, rims, sounds, gauges ...) ... ? Sure I forgot some things !
  22. Extracting benefits for now would make it possible to read/write database with software in many programming languages. As those softs do not exist still, I'm just providing ways to perform research. That's it ;)
  23. 'Writing' new files to the Map ? That's exactly what TDUF tools can do - so no magic here. Just download and try by yourself. On the other hand, enabling all slots is a long, tremendous task and need to be done just once for everyone to enjoy it. I am planning to give details and forge new tools when I have time. So be patient and let people experiment... there's a long way to go still :)
  24. Brilliant. Yeah, the quick solution is to make all these dead slots alive again with default models, sounds and rims; everyone would have to install any 3d model of their choice on it and adjust physics (when needed) :) Yes and no, new car slots, but already existed in the game - at a disabled state :D It may be possible to add brand new slots by the way.
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