Join also our Discord channel! Click here.

The Crew 1/2 map tool (Dunia engine)

Post questions about game models here, or help out others!
daemon1
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2030
Joined: Tue Mar 24, 2015 8:12 pm
Has thanked: 52 times
Been thanked: 1577 times

The Crew 1/2 map tool (Dunia engine)

Post by daemon1 » Mon Nov 12, 2018 5:51 pm

The Crew 1/2 map tool will be published here soon

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). Each area is square 8x8 sectors.

Notes before using the tool:
- this 1st version only works with The Crew 2, other games will be supported later
- you need oo2core_5_win64.dll from the game, place it next to the tool
- edit crew.ini 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 set sy=8, that will export 8 sectors of an area row )
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: terrain,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:
thecrew2map 1 3 5 7 t1
thecrew2map 1 3 5 7 road
thecrew2map 1 3 5 7

After export, tool will generate:
- ascii files with all map objects (split in 50MB parts)
- obj file with terrain
- materials and textures lists
- all textures used in selected map part in DX10 format

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

Image

Image

Image
You do not have the required permissions to view the files attached to this post.
Last edited by daemon1 on Mon Nov 12, 2018 6:41 pm, edited 1 time in total.

daemon1
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2030
Joined: Tue Mar 24, 2015 8:12 pm
Has thanked: 52 times
Been thanked: 1577 times

Re: The Crew 1/2 map tool (Dunia engine)

Post by daemon1 » Mon Nov 12, 2018 6:36 pm

Tool requires res2.bin file, which will later be generated automatically, but now you need to place it next to the EXE.
Its bigger than 256k, so get it here: https://zenhax.com/viewtopic.php?f=5&t=8879

CobraGamer
advanced
Posts: 44
Joined: Sat Apr 16, 2016 7:30 am
Has thanked: 4 times
Been thanked: 2 times

Re: The Crew 1/2 map tool (Dunia engine)

Post by CobraGamer » Tue Nov 27, 2018 8:05 pm

Thanks so much for your effort, please keep working on tools like this!

Are the map geometry files in XBG format?
I'm hoping we can somehow do the same with the map from Watch Dogs, assuming the file format is the same.

mono24
ultra-veteran
ultra-veteran
Posts: 475
Joined: Sat Nov 06, 2010 12:27 am
Has thanked: 190 times
Been thanked: 88 times

Re: The Crew 1/2 map tool (Dunia engine)

Post by mono24 » Thu Nov 29, 2018 1:51 am

CobraGamer wrote:Are the map geometry files in XBG format?
As usual just like many, never bother to read anything, it clearly states above what this is about and what the tool does.

daemon1
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2030
Joined: Tue Mar 24, 2015 8:12 pm
Has thanked: 52 times
Been thanked: 1577 times

Re: The Crew 1/2 map tool (Dunia engine)

Post by daemon1 » Thu Nov 29, 2018 4:39 pm

CobraGamer wrote:I'm hoping we can somehow do the same with the map from Watch Dogs, assuming the file format is the same.
The map format includes reading a lot of different info from game archives. Its possible that it can be done with Watch Dogs, but it may require a lot of additional work

CobraGamer
advanced
Posts: 44
Joined: Sat Apr 16, 2016 7:30 am
Has thanked: 4 times
Been thanked: 2 times

Re: The Crew 1/2 map tool (Dunia engine)

Post by CobraGamer » Fri Nov 30, 2018 10:58 pm

@mono24: Does the post contain anything about the map geometry format? No, only that the tool extracts the necessary data directly from the *.dat archives.

User avatar
Faithfullfaun
advanced
Posts: 72
Joined: Mon Nov 28, 2016 9:12 am
Has thanked: 52 times
Been thanked: 5 times

Re: The Crew 1/2 map tool (Dunia engine)

Post by Faithfullfaun » Sat Dec 01, 2018 1:34 pm

CobraGamer wrote:@mono24: Does the post contain anything about the map geometry format? No, only that the tool extracts the necessary data directly from the *.dat archives.
After export, tool will generate:
- ascii files with all map objects (split in 50MB parts)
- obj file with terrain
- materials and textures lists
- all textures used in selected map part in DX10 format

ShadyDub
beginner
Posts: 20
Joined: Sat Jun 23, 2018 4:09 pm
Has thanked: 2 times

Re: The Crew 1/2 map tool (Dunia engine)

Post by ShadyDub » Thu Dec 06, 2018 2:00 am

Does this also work for vehicles? I mean, could this tool convert vehicles to obj automatically?

mono24
ultra-veteran
ultra-veteran
Posts: 475
Joined: Sat Nov 06, 2010 12:27 am
Has thanked: 190 times
Been thanked: 88 times

Re: The Crew 1/2 map tool (Dunia engine)

Post by mono24 » Thu Dec 06, 2018 3:26 am

ShadyDub wrote:Does this also work for vehicles? I mean, could this tool convert vehicles to obj automatically?
As the title and description says, it is MAP tool, no vehicle support, maybe in the future.

ShadyDub
beginner
Posts: 20
Joined: Sat Jun 23, 2018 4:09 pm
Has thanked: 2 times

Re: The Crew 1/2 map tool (Dunia engine)

Post by ShadyDub » Thu Dec 06, 2018 10:47 pm

Thanks, this would be great!

CobraGamer
advanced
Posts: 44
Joined: Sat Apr 16, 2016 7:30 am
Has thanked: 4 times
Been thanked: 2 times

Re: The Crew 1/2 map tool (Dunia engine)

Post by CobraGamer » Fri Dec 07, 2018 8:39 pm

So how can the *.obj and *.ascii files be merged together? There's probably a really obvious way, but I still fail to see it.

lamping1990
ultra-n00b
Posts: 1
Joined: Mon Mar 11, 2019 10:39 pm

Re: The Crew 1/2 map tool (Dunia engine)

Post by lamping1990 » Tue Mar 12, 2019 9:18 am

how do you install this to get it to work? trying to extract some map objects

mono24
ultra-veteran
ultra-veteran
Posts: 475
Joined: Sat Nov 06, 2010 12:27 am
Has thanked: 190 times
Been thanked: 88 times

Re: The Crew 1/2 map tool (Dunia engine)

Post by mono24 » Wed Mar 13, 2019 2:35 am

lamping1990 wrote:
Tue Mar 12, 2019 9:18 am
how do you install this to get it to work?
There is nothing to install, it doesn't work that way, all tools released by daemon1 are to be used in windows using CMD prompt, and everything is described in first post.

nWo51289
ultra-n00b
Posts: 2
Joined: Wed Mar 20, 2019 8:44 pm
Has thanked: 2 times

Re: The Crew 1/2 map tool (Dunia engine)

Post by nWo51289 » Mon Apr 08, 2019 9:00 am

Thanks for releasing this tool! How do I import the .ascii files into Blender? Preferably would like to import them into 3ds Max if remotely possible. Thanks

mono24
ultra-veteran
ultra-veteran
Posts: 475
Joined: Sat Nov 06, 2010 12:27 am
Has thanked: 190 times
Been thanked: 88 times

Re: The Crew 1/2 map tool (Dunia engine)

Post by mono24 » Tue Apr 16, 2019 5:58 pm

nWo51289 wrote:
Mon Apr 08, 2019 9:00 am
How do I import the .ascii files into Blender? Preferably would like to import them into 3ds Max if remotely possible. Thanks
You first import them in Blender using XPS XNALara plugin, then you export to your desired format to import it in 3dsMax, yeah I know its not desirable, but there is no other way, that I know of.

Post Reply