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TDU Modding Tools 2 - Texture Tools

v1.0 / January 29, 2017

Developer: Knyazev

Official page: https://tdu2.knyazev-tools.ru/tudmt2-texture-tools/

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These tools are part of TDU Modding Tools 2

You can download Djey's Mini Bnk Manager here

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» Important information!

This tools written on C#. Requires .NET Framework 3.5 (SP1)

and minimum 256 MB of RAM on your computer.

It's freeware tools! Use at own risk!

 

» Description:

This is a set of tools for working with TDU/TDU2 texture files,

which contains a two tools:

1. Texture Converter - tool for converting 2DB files to DDS and vice versa.

2. Texture Viewer - tool for viewing only the 2DB files.

 

» Features:

-» Texture Converter : features

» Single file convertion

» Multiple files convertion

» Viewing 2DB files (Support RGB-palette and alpha-channels)

» Detailed information about 2DB-texture

» Error-log system

 

-» Texture Viewer : features

» Search file in the list

» Support RGB-palette

» Support alpha-channels

» Detailed information about 2DB-texture

» Error-log system

» Changelog:

v1.0 / January 29, 2017

> Texture Converter

> Texture Viewer

- Some bugfixes.

- Some improvements.

- Some localization fixes.

» System requirements:

» Windows XP SP3, Windows Vista SP1, Windows 7, Windows 8 (x86 / x64)

» Minimum 256 MB RAM

» 1 - 128 MB free space on HDD

» .NET Framework 3.5 SP1

 

» Included third-party libraries:

» Fesersoft.Hashing.Crc32 by Fesersoft,Inc » Fesersoft - .Net » Fesersoft - .Net

» DjeFramework-1 and TduModdingLibrary-1 by Djey » TOOLS » TOOLS

 

» Special thanks to:

» Djey for the TDUMT libraries and some nice ideas.

» reventon09 for the active beta-testing of Texture Converter.

» Pavel Matveev for the logos in the tools.

 

VirusTotal: Information

 

» Download:

» Download file

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Hi,

I tested your program but I have a problem:

I tried to put the texture of the rear lights of the Alfa 8C from FM4 with the conversion from .2DB to .DDS I haven't any problem and I can edit the texture and also with the conversion from .DDS to .2DB I haven't problem, after I repack the file .bnk and launch the game,

but in game the texture appear so:

ImageShack - Online Photo and Video Hosting

 

ImageShack - Online Photo and Video Hosting

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reventon09

Thank you for a report about bug! :)

 

I use old TDUMT libraries (from TDUMT 1.14).

I will try to do it, that you did, but with new TDUMT lbraries (from TDUMT 1.61) :)

 

1:34 AM (GMT+2)

I have the same problem :(

 

I converted some 2db files using TDUMT 1.16.1 libraries and TDUMT 1.61 program, and I have the same problem with textures... :/

 

I was saving edited DDS files in DXT1 (no Alpha) and DXT1 (1 bit Alpha) - same problem( // I'm not modder

 

Please, use TDUMT 1.61 and report me about results.

Maybe I wrong use a convertion functions. *SCRATCH*

 

Maybe I need to consider these options?

image-0BA0_4E9A0C17.jpg

I must use them?

 

What fields are required?

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Thanks again! :)

 

Failed start the first beta-testing... :\ I'm so sorry.

 

I was very tired of programming and in the first beta version of my app I made ​​a serious error... ( Sorry...

 

To solve this problem, I need some time...

A lot of work with "DDS -> 2DB conversion"...

I forgot about fields in options of TDUMT 1.61 - DDS->2DB window. They "play" a very important role in DDS->2DB conversion.

 

I also must to think about: how to implement it all in my app, in the next beta... :)

 

 

Beta-testing closed now!

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Hi

this is how to use the DDSTo2DB methods - should solve your prob

 

This one is by 'keep original header'

DDSTo2DB(string original2DBFile, string sourceDDSFile, string target2DBFile, string newTextureName, int mipmapCount)

- original2DBFile : unmodified 2DB file

- sourceDDSFile

- target2DBFile

- newTextureName : null

- mipmapCount : GraphicsConverters.KEEP_ORIGINAL_MIPMAP_COUNT

 

This one generates a new header but I haven't had the time to debug it:

DDSTo2DB(string sourceDDSFile, string target2DBFile, string newTextureName, int mipmapCount)

- sourceDDSFile

- target2DBFile

- newTextureName : null

- mipmapCount : GraphicsConverters.KEEP_ORIGINAL_MIPMAP_COUNT.

 

good luck !

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Thanks you :)

But I'm using these functions now.

 

Must be the same header in original 2DB file and in edited 2DB file? Right? It's will be work in game?

Game be understand a new (edited) header in 2DB file?

I'm not modder, I don't know how must be.

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Yes, headers must be the same (because you won't have to change mipmap count and texture name - those are advanced parameters only).

 

A 'new' header means you don't need the old header from original 2DB file, only need the DDS information to generate a new one.

(DDS -> 2DB is rather easy to convert, 2DB -> DDS back is harder need more information, thus can't work in all cases :( ...)

 

 

So :

- to have 100% success, use the 1st method

- the 2nd method has to be fixed still to work in all cases, sorry about that.

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Thanks! :)

I use only 1st method "keep original header".

- Single file conversion: DDS->2DB: done

 

Now I think how to implement the first method in "Multiple file conversion" :)

I do it:

User must select the folder with original 2DB files. The converted files (*.DDS) must have the same names with original files 2dB, but without file extension.

Tool will be check names of all selected DDS files, with names of original 2DB files, without extension.

Names of original 2DB files (full paths) can be stored in temporary list, and will be used in conversion proccess DDS->2DB, after convertion - this list will be cleaned.

 

And I will try to sew your libraries in my exe file :) Can I do it? (ILMerge helps me)

On output I will have a one exe file :)

 

:)

 

Coming soon... beta 2.

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And I will try to sew your libraries in my exe file :) Can I do it? (ILMerge helps me)

On output I will have a one exe file :)

Sure, but you'll have to include this in the readme file for public release :

 

included third-part libraries :

- Fesersoft.Hashing.Crc32 by Fesersoft,Inc : Fesersoft - .Net

- DjeFramework-1 and TduModdingLibrary-1 by Djey : TOOLS

 

 

(Fesersoft already merged in DjeFramework-1)

 

that's all !

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Now it's time for beta-testing #2 ;-)

I sent a PM for the first beta-testers with link to new version of my tool with instructions :)

 

Now, tool used "new" method of conversion 2DB files to DDS (with "keep original header" option)

Thanks to reventon09 and Djey for the big help :)

 

Comparing in HEX-editor:

thumb-F3BB_4E9E2BD8.jpg

In game: (other car)

thumb-6D95_4E9E2BD8.jpg

* damaged brakelight texture :D

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Problem with repacking the *.bnk file, but not in the tool.

 

Try to repack f430_scuderia.bnk, without converting/editing 2DB files, and you will see a result, how at your screens above. (I checked it!)

 

Original file here: f430_scuderia.rar

 

Original BNK file:

thumb-616C_4E9F38C9.jpg

 

Repacked BNK file:

thumb-4C44_4E9F38C9.jpg

(Without texture editing. Only repacking!)

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