XeNTaX Forum Index
Forum MultiEx Commander Tools Tools Home
It is currently Tue Sep 26, 2017 6:56 pm

All times are UTC + 1 hour


Forum rules


Please click here to view the forum rules



Post new topic Reply to topic  [ 77 posts ]  Go to page 1, 2, 3, 4, 5, 6  Next
Author Message
 Post subject: Real Racing 3 (Android)
PostPosted: Thu Apr 04, 2013 8:04 pm 
Offline
veteran

Joined: Sun Apr 11, 2010 7:46 pm
Posts: 135
Has thanked: 8 times
Have thanks: 6 times

What about Real Racing 3 models, here is Porsche 918 RSR:
http://www.4shared.com/archive/ySNhcXQC ... 18rsr.html

You can make the ads go away by registering



Top
 Profile  
 
 Post subject: Re: Real Racing 3 (Android)
PostPosted: Wed Jun 12, 2013 7:47 am 
Offline
mega-veteran
mega-veteran

Joined: Mon Apr 26, 2010 6:51 am
Posts: 250
Has thanked: 61 times
Have thanks: 12 times
TomWin wrote:
What about Real Racing 3 models, here is Porsche 918 RSR:


Sorry for the bump, but I'd like to have the models ripped, too. The format appears to be M3G, but idk as to how we can open it for editing.

EDIT: Header appears to be standard, but it can't be opened by any known M3G viewers out there.


Top
 Profile  
 
 Post subject: Re: Real Racing 3 (Android)
PostPosted: Sun Oct 27, 2013 8:33 pm 
Offline
veteran

Joined: Sun Apr 11, 2010 7:46 pm
Posts: 135
Has thanked: 8 times
Have thanks: 6 times
and now Real Racing 3 has many new cool models like Porsche 964 Speedster, Lexus IS '14 and much more


Top
 Profile  
 
 Post subject: Re: Real Racing 3 (Android)
PostPosted: Wed Jan 22, 2014 3:15 pm 
Offline
veteran

Joined: Sun Apr 01, 2012 12:44 pm
Posts: 148
Has thanked: 51 times
Have thanks: 94 times
Sorry for bumping an old thread, but I have recently started work on a MAXScript for this model format. I'm currently able to import vertex and face data for all vehicles. Pictured below is the lod_a model of the 2013 Hyundai WRC (as it is called in the game).
Image Image
Unfortunately, the UV data is a bit more tricky. According to the format, there are three 2-byte vertices per UV. I tried reading them as half floats, but the result looks like this:
Image

This is my MAXScript code (sorry it's so messy, I plan to clean it up once I fix the UVs):
Obsolete script. Click here for the newest version.


Last edited by barti on Sat Sep 27, 2014 9:57 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: Real Racing 3 (Android)
PostPosted: Wed Jan 22, 2014 4:21 pm 
Offline
M-M-M-Monster veteran
M-M-M-Monster veteran
User avatar

Joined: Fri Apr 20, 2012 9:24 am
Posts: 2126
Has thanked: 414 times
Have thanks: 1083 times
if you uploaded a model sample I could have a look at.

(But don't use such annoying fxxxing hoster like 4shared, please,
which requires you to share your email address.)

_________________
"you can't always get things served on a silver tray"
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

"We are Microsoft. You will be assimilated. Resistance is Futile."


Top
 Profile  
 
 Post subject: Re: Real Racing 3 (Android)
PostPosted: Wed Jan 22, 2014 5:39 pm 
Offline
veteran

Joined: Sun Apr 01, 2012 12:44 pm
Posts: 148
Has thanked: 51 times
Have thanks: 94 times
Ok, here are some samples.
http://www52.zippyshare.com/v/15617071/file.html


Top
 Profile  
 
 Post subject: Re: Real Racing 3 (Android)
PostPosted: Wed Jan 22, 2014 9:42 pm 
Offline
M-M-M-Monster veteran
M-M-M-Monster veteran
User avatar

Joined: Fri Apr 20, 2012 9:24 am
Posts: 2126
Has thanked: 414 times
Have thanks: 1083 times
thx! :)
well, I had a look at 2013_mclaren_mp412c_e.m3g,
offset 0x6AC1 where 1358 uvw sets are assumed to be found.
The resulting word values look better but don't show a proper uv map either.
I thought of a problem with the w value but the data block ends at 0x8A94
so it's size is 1358x6 (decimal).

You posted "According to the format, there are three 2-byte vertices per UV"
- could you give a link to the format specifications?

as half floats (undivided)
0.000477 0.000031 0.000049
0.000477 0.000031 0.000049
0.000477 0.000031 0.000049
0.000052 0.000471 0.000038
0.000052 0.000469 -109312.000000
0.000045 0.000476 -105856.000000
0.000045 0.000480 0.000037
0.000031 0.000483 -102784.000000
0.000031 0.000487 0.000037
0.000055 0.000459 -94208.000000
0.000051 0.000463 -93504.000000
0.000044 0.000468 -86848.000000
0.000031 0.000470 -80640.000000
-101184.000000 0.000468 -86400.000000
-86144.000000 0.000463 -93504.000000
-79168.000000 0.000459 -94208.000000
-84032.000000 0.000469 -109312.000000
-98752.000000 0.000476 -106176.000000
-100416.000000 0.000480 0.000037
-107264.000000 0.000476 0.000046
0.000031 0.000480 0.000046
0.000042 0.000476 0.000046
0.000049 0.000469 0.000046
0.000052 0.000467 0.000045

as words (divided by 16384.0)
vt 0.247131 0.000549 0.037720
vt 0.247131 0.000549 0.037720
vt 0.247131 0.000549 0.037720
vt 0.044800 0.245544 0.014526
vt 0.044861 0.245056 3.979248
vt 0.030579 0.246948 3.975952
vt 0.029236 0.247925 0.013794
vt 0.000305 0.248535 3.973022
vt 0.000000 0.249634 0.013123
vt 0.049500 0.242493 3.964844
vt 0.042847 0.243652 3.964172
vt 0.028015 0.244812 3.957825
vt 0.000427 0.245300 3.951904
vt 3.971497 0.244690 3.957397
vt 3.957153 0.243652 3.964172
vt 3.950500 0.242493 3.964844
vt 3.955139 0.245056 3.979248
vt 3.969177 0.246948 3.976257
vt 3.970764 0.247925 0.013794
vt 3.977295 0.246826 0.032654
vt 0.000000 0.247864 0.032532
vt 0.022705 0.246826 0.032654
vt 0.038452 0.245117 0.030823
vt 0.043396 0.244446 0.029358

(divided by 65536.0 would give values <1.0)

_________________
"you can't always get things served on a silver tray"
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

"We are Microsoft. You will be assimilated. Resistance is Futile."


Top
 Profile  
 
 Post subject: Re: Real Racing 3 (Android)
PostPosted: Wed Jan 22, 2014 10:08 pm 
Offline
veteran

Joined: Sun Apr 01, 2012 12:44 pm
Posts: 148
Has thanked: 51 times
Have thanks: 94 times
Thanks for looking into it! :)

Here is a link to the format specifications:
https://jcp.org/aboutJava/communityproc ... index.html

EDIT: I've decided to check if the second vertex array (two 2-byte vertices) is definitely not the UV array... Turns out I was wrong! I couldn't read them as half floats, but using your method (reading words and dividing by 16384.0) I now have UV maps! Thank you very much for pointing me in the right direction :)

Image


Top
 Profile  
 
 Post subject: Re: Real Racing 3 (Android)
PostPosted: Thu Jan 23, 2014 1:00 am 
Offline
M-M-M-Monster veteran
M-M-M-Monster veteran
User avatar

Joined: Fri Apr 20, 2012 9:24 am
Posts: 2126
Has thanked: 414 times
Have thanks: 1083 times
that's fine! :)
(Looks to me as if dividing by 2048.0 (and applying an offset of -31.0 to tv)
would be the better choice.)

Thank you, too, for the link to the very informative document! (283 pages to read :D )

_________________
"you can't always get things served on a silver tray"
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

"We are Microsoft. You will be assimilated. Resistance is Futile."


Top
 Profile  
 
 Post subject: Re: Real Racing 3 (Android)
PostPosted: Thu Feb 06, 2014 1:42 pm 
Offline
mega-veteran
mega-veteran

Joined: Mon Apr 26, 2010 6:51 am
Posts: 250
Has thanked: 61 times
Have thanks: 12 times
Are there any possible dummies and/or other metadata that we can use for putting custom RR3 models back into the game? And dude, you did quite a 'swell job with extracting them models. I'm pretty much convinced that Firemonkeys used a non-standard variant of the M3G/JSR-184 format, and from what it seems it turns out to be correct.


Top
 Profile  
 
 Post subject: Re: Real Racing 3 (Android)
PostPosted: Sat Feb 08, 2014 9:27 pm 
Offline
veteran

Joined: Sun Apr 01, 2012 12:44 pm
Posts: 148
Has thanked: 51 times
Have thanks: 94 times
Certainly, for example the .points file in each vehicle's directory contains dummies (lights, door hinges etc)
Image

Also I've tried to make some improvements to the script recently. I used the code for importing normals from Chipicao's scripts and material assignment is now automatic. Unfortunately textures still have to be applied manually, because the texture names are generic (for exaple Vehicle Exterior_badges instead of 2013_koenigsegg_agera_badges.etc.dds). There are .bin files in the root vehicles which might contain those filenames but they use some kind of encryption.
Image

Here's my script in its current state, along with a QuickBMS script for decompressing dds.z files, converting .dds files to .tga (and .pkm files if they're ETC1-compressed) and an edited version of etcunpack which converts .pkm directly to .tga.

Obsolete script. Click here for the newest version.


Last edited by barti on Sat Sep 27, 2014 9:58 pm, edited 3 times in total.

Top
 Profile  
 
 Post subject: Re: Real Racing 3 (Android)
PostPosted: Sun Feb 09, 2014 3:31 am 
Offline
ultra-veteran
ultra-veteran
User avatar

Joined: Thu Feb 03, 2011 11:18 am
Posts: 476
Has thanked: 42 times
Have thanks: 291 times
barti wrote:
I used the code for importing normals from Chipicao's scripts

I see you're using code from some of my older scripts. Might I suggest you use the newer code from Assetto Corsa and Disney's Infinity, which it's a bit faster.
Code:
      for j = 1 to Face_array.count do setFaceSmoothGroup msh j 1
      select msh
      addmodifier msh (Edit_Normals ()) ui:off
      msh.Edit_Normals.MakeExplicit selection:#{1..Norm_array.count} --faster than a loop
      EN_convertVS = msh.Edit_Normals.ConvertVertexSelection --assign basic commands to variables to speed-up processing
      EN_setNormal = msh.Edit_Normals.SetNormal
      normID = #{} --define this outside the loop
      --apply normals
      for k = 1 to Vert_array.count do
      (
         free normID --freeing an array is faster than declaring it empty
         EN_convertVS #{k} &normID
         for id in normID do EN_setNormal id Norm_array[v] --get the normal id directly instead of converting bitarray to array
      )
      collapseStack msh

_________________
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.


Top
 Profile  
 
 Post subject: Re: Real Racing 3 (Android)
PostPosted: Sun Feb 09, 2014 3:44 am 
Offline
veteran

Joined: Sun Apr 11, 2010 7:46 pm
Posts: 135
Has thanked: 8 times
Have thanks: 6 times
great script, it loads models correct and UV also I think
But I cant get all textures, I tried to convert dds.z textures of 1993_porsche_911_carrera2_speedster and the only ones that I got are 1993_porsche_911_carrera2_speedster_badges.etc, 1993_porsche_911_carrera2_speedster_lights.etc and 1993_porsche_911_carrera2_speedster_wheel_blur.etc and redblur :S
etcpack.exe doesnt work at all for me


Top
 Profile  
 
 Post subject: Re: Real Racing 3 (Android)
PostPosted: Sun Feb 09, 2014 12:19 pm 
Offline
veteran

Joined: Sun Apr 01, 2012 12:44 pm
Posts: 148
Has thanked: 51 times
Have thanks: 94 times
Chipicao wrote:
I see you're using code from some of my older scripts. Might I suggest you use the newer code from Assetto Corsa and Disney's Infinity, which it's a bit faster.

Thanks for pointing that out, I'll include it in a later release. I've tried it now and it does seem to be a bit faster.

TomWin wrote:
But I cant get all textures, I tried to convert dds.z textures of 1993_porsche_911_carrera2_speedster and the only ones that I got are 1993_porsche_911_carrera2_speedster_badges.etc, 1993_porsche_911_carrera2_speedster_lights.etc and 1993_porsche_911_carrera2_speedster_wheel_blur.etc and redblur :S

Could you upload / PM me one of the non-working textures?

TomWin wrote:
etcpack.exe doesnt work at all for me

It's a command-line application. You have to open a command line in its folder and use it like this
Code:
etcpack <input_path> <output_path>.tga

Make sure the input file has the .pkm extension.

But from what I can see you only got the non-compressed textures so that tool wouldn't be very useful for you right now.


Top
 Profile  
 
 Post subject: Re: Real Racing 3 (Android)
PostPosted: Sun Feb 09, 2014 2:27 pm 
Offline
veteran

Joined: Sun Apr 11, 2010 7:46 pm
Posts: 135
Has thanked: 8 times
Have thanks: 6 times
ok here they are: http://www.sendspace.com/file/q3dzhl

no idea how to convert them.



Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 77 posts ]  Go to page 1, 2, 3, 4, 5, 6  Next

All times are UTC + 1 hour


Who is online

Users browsing this forum: Google [Bot] and 7 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group