The Crew 1/2 map tool (Dunia engine)
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The Crew 1/2 map tool (Dunia engine)
The Crew 1/2 map tool
Note: you DONT need to extract ANY files before using the tool, it exports all data right from FAT/DAT files
Whole USA map is split into 20x12 areas (0,0 is south west corner). For the first game, its 19x11 areas.
Each area is square 8x8 sectors.
Notes before using the tool:
- this version works with both games: The Crew 1 and The Crew 2
- you need oo2core_5_win64.dll from the game, place it next to the tool
- edit config.ini (set paramaters)
- edit .ini files with your paths
Usage: thecrew2map ax ay sx sy type
ax ay - area coordinates ( x = 0..19, y = 0..11 )
sx sy - sector coordinates ( 0..7 )
(if you set sx=8, sy=8, that will export ALL 64 sectors of an area)
(if you also set ax=99, ay=99, that will export ALL areas, or even WHOLE game map)
(you can also set any individual coordinate as you like)
type - with this you can export only one type of objects:
- terrain - terrain mesh (exported separately as .OBJ)
- road - main road
- t1, t2, t3, t4 - four main map object types
- grass - lots of small objects and points (global for the area) - not recommended for extraction
- area - low LOD objects of area (global for the area) - not recommended for extraction
If you dont use type parameter, these will be exported: road,t1,t2,t3,t4
If you use one of global types (grass or area), sx and sy will be ignored (because these types are for whole area)
Examples:
thecrewmap 1 3 5 7 t1
thecrewmap 1 3 5 7 road
thecrewmap 1 3 5 7
After export, tool will generate:
- ascii files with all map objects (split in 50MB parts)
- transforms text file with hashed names and transform data for all mesh instances
- terrain data: obj file, terrain RAW image and other terrain masks as DDS
- materials and textures lists
- all textures used in selected map part in DX10 format (not including High Resolution textures)
ASCII file will only have the first texture applied for each object. Its usually diffuse map, but sometimes not. This will be fixed later. For auto-loading of textures, you need to replace .XBT extensions to the format you convert them, for example, .PNG
Note: you DONT need to extract ANY files before using the tool, it exports all data right from FAT/DAT files
Whole USA map is split into 20x12 areas (0,0 is south west corner). For the first game, its 19x11 areas.
Each area is square 8x8 sectors.
Notes before using the tool:
- this version works with both games: The Crew 1 and The Crew 2
- you need oo2core_5_win64.dll from the game, place it next to the tool
- edit config.ini (set paramaters)
- edit .ini files with your paths
Usage: thecrew2map ax ay sx sy type
ax ay - area coordinates ( x = 0..19, y = 0..11 )
sx sy - sector coordinates ( 0..7 )
(if you set sx=8, sy=8, that will export ALL 64 sectors of an area)
(if you also set ax=99, ay=99, that will export ALL areas, or even WHOLE game map)
(you can also set any individual coordinate as you like)
type - with this you can export only one type of objects:
- terrain - terrain mesh (exported separately as .OBJ)
- road - main road
- t1, t2, t3, t4 - four main map object types
- grass - lots of small objects and points (global for the area) - not recommended for extraction
- area - low LOD objects of area (global for the area) - not recommended for extraction
If you dont use type parameter, these will be exported: road,t1,t2,t3,t4
If you use one of global types (grass or area), sx and sy will be ignored (because these types are for whole area)
Examples:
thecrewmap 1 3 5 7 t1
thecrewmap 1 3 5 7 road
thecrewmap 1 3 5 7
After export, tool will generate:
- ascii files with all map objects (split in 50MB parts)
- transforms text file with hashed names and transform data for all mesh instances
- terrain data: obj file, terrain RAW image and other terrain masks as DDS
- materials and textures lists
- all textures used in selected map part in DX10 format (not including High Resolution textures)
ASCII file will only have the first texture applied for each object. Its usually diffuse map, but sometimes not. This will be fixed later. For auto-loading of textures, you need to replace .XBT extensions to the format you convert them, for example, .PNG
Last edited by id-daemon on Sat Jan 08, 2022 8:51 am, edited 3 times in total.
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Re: The Crew 1/2 map tool (Dunia engine)
Is the map procedurally generated in some way? Well since a map that huge would call for something of that sort like in Just Cause.
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Re: The Crew 1/2 map tool (Dunia engine)
Its fully static, with all parts carefully placed exactly where they are.
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Re: The Crew 1/2 map tool (Dunia engine)
That's insanely awesome. Map tool, and then is there any possibility of cars afterwards? And, what of the "scene maps" like inside of the garage and inside dealerships and the like? I would imagine those are not parts of the map, but exist as their own area, or something?
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Re: The Crew 1/2 map tool (Dunia engine)
First: how to get .ascii files imported into 3ds max with model textures from xbg/or even if renaming them to png/dds whatever beforehand
2.nd : how can we get placements imported to max, does he use some external script not defined on that topic or?
2.nd : how can we get placements imported to max, does he use some external script not defined on that topic or?
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Re: The Crew 1/2 map tool (Dunia engine)
i don't have 3dmax, so i can't help you
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Re: The Crew 1/2 map tool (Dunia engine)
id-daemon wrote:i don't have 3dmax, so i can't help you
what program do you use? i just need export as export as fbx, obj, or 3ds
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Re: The Crew 1/2 map tool (Dunia engine)
i use blender
you can also use noesis to load ascii and save as fbx or obj
you can also use noesis to load ascii and save as fbx or obj
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- Joined: Fri Aug 23, 2019 4:37 am
Re: The Crew 1/2 map tool (Dunia engine)
Hi id-daemon,
First, thank you for develope this tools.
I have one question about the terrain model.
I've import one part of terrain model into 3dsmax, but I found that it has no texture map of it.
It has a material, but no texture map link to it.
I also checked it's vertex color and vertex illumination, both color are white.
So I'm confuse that how does this game give or render the texture map for it's terrain model?
Do you have any idea?
Thanks.
First, thank you for develope this tools.
I have one question about the terrain model.
I've import one part of terrain model into 3dsmax, but I found that it has no texture map of it.
It has a material, but no texture map link to it.
I also checked it's vertex color and vertex illumination, both color are white.
So I'm confuse that how does this game give or render the texture map for it's terrain model?
Do you have any idea?
Thanks.
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Re: The Crew 1/2 map tool (Dunia engine)
they use kind of terrain generation maps
there are no textures for terrain
there are no textures for terrain
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Re: The Crew 1/2 map tool (Dunia engine)
id-daemon wrote:they use kind of terrain generation maps
there are no textures for terrain
I see.
That's a bad news.
Thanks for your quick reply.
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Re: The Crew 1/2 map tool (Dunia engine)
Hi id-daemon,
Me again~~
I've succeed to export the road model and assigned the texture to it in 3dsmax.
But I found the quality of the texture is quite low, compare to the result in game.
It seems that the road model I exported is a lod model, not the "close" level model.
I also checked the models from T1~4, most of them are trees, buildings, no high level road model.
Where is it hiding?
Do you know?
Thanks~
Me again~~
I've succeed to export the road model and assigned the texture to it in 3dsmax.
But I found the quality of the texture is quite low, compare to the result in game.
It seems that the road model I exported is a lod model, not the "close" level model.
I also checked the models from T1~4, most of them are trees, buildings, no high level road model.
Where is it hiding?
Do you know?
Thanks~
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- Joined: Sun Mar 22, 2015 7:09 pm
Re: The Crew 1/2 map tool (Dunia engine)
road model is high quality, no other road
chipper models were in some part like t1-4
textures can be not highest mips, but i never had time to add support for HQ textures
chipper models were in some part like t1-4
textures can be not highest mips, but i never had time to add support for HQ textures
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Re: The Crew 1/2 map tool (Dunia engine)
id-daemon wrote:road model is high quality, no other road
chipper models were in some part like t1-4
textures can be not highest mips, but i never had time to add support for HQ textures
I see, thanks for the explanation.
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Re: The Crew 1/2 map tool (Dunia engine)
Hey would it be possible to convert whole crew 2 map with this tool?
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Re: The Crew 1/2 map tool (Dunia engine)
Speedier wrote:Hey would it be possible to convert whole crew 2 map with this tool?
yes, but it will probably be a few terabites of 3d-model files in size
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Re: The Crew 1/2 map tool (Dunia engine)
How bout just one or two cities?
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- Joined: Sun Mar 22, 2015 7:09 pm
Re: The Crew 1/2 map tool (Dunia engine)
New version.
Changes:
- both games supported (the Crew 1, the Crew 2)
- config file with options
- transforms output
- support for 8-bit heightmaps
- double pres. coordinates
- terrain data: RAW heightmaps, 2 masks DDS (to a folder)
- full map export (99 99 8 8 )
- terrain exported only with "terrain" parameter
- RES.DAT generation tool
Changes:
- both games supported (the Crew 1, the Crew 2)
- config file with options
- transforms output
- support for 8-bit heightmaps
- double pres. coordinates
- terrain data: RAW heightmaps, 2 masks DDS (to a folder)
- full map export (99 99 8 8 )
- terrain exported only with "terrain" parameter
- RES.DAT generation tool
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- Posts: 1040
- Joined: Sun Mar 22, 2015 7:09 pm
Re: The Crew 1/2 map tool (Dunia engine)
most important change is adding transform output
---------------------------------
This allows to make scripts for 3d editors or engines like Unity or Unreal to load the map.
config.ini parameters:
--------------------------------------
game 1 or 2
coordinates:
- local - means area coordinates will be at 0,0 - to export sectors from only one area
- global - means area coordinates, for whole map extraction
next parameter is to set ascii parts size, or no ascii at all:
0 - means no ascii output
100 megabyte split was as usual before
then a list of other files, specific to game 1 or 2, so you can easily switch between games or make 2 folders with separate configs
patch support
---------------------------
if you want patches to work, put _patch files in INI first,
meaning either all patches first, or at least patch file for each FAT/DAT must go before the corresponding main file
RES.BIN generation tool
-------------------------------
drop world.bwo onto the tool, and it will generate "res.bin" to use with the map tool
---------------------------------
This allows to make scripts for 3d editors or engines like Unity or Unreal to load the map.
config.ini parameters:
--------------------------------------
game 1 or 2
coordinates:
- local - means area coordinates will be at 0,0 - to export sectors from only one area
- global - means area coordinates, for whole map extraction
next parameter is to set ascii parts size, or no ascii at all:
0 - means no ascii output
100 megabyte split was as usual before
then a list of other files, specific to game 1 or 2, so you can easily switch between games or make 2 folders with separate configs
patch support
---------------------------
if you want patches to work, put _patch files in INI first,
meaning either all patches first, or at least patch file for each FAT/DAT must go before the corresponding main file
RES.BIN generation tool
-------------------------------
drop world.bwo onto the tool, and it will generate "res.bin" to use with the map tool
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- Joined: Thu Jun 30, 2022 6:31 am
Re: The Crew 1/2 map tool (Dunia engine)
Is there a youtube video on how to use the map tool? Everytime I open it up it closes and I'm not sure how to select which part of the map I want to rip. I've been trying to rip detroit for two days now.