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 Post subject: Re: NFS No Limits
PostPosted: Sat Jan 10, 2015 12:40 pm 
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I suggest that someone make the all-m3g-supported script for 3ds Max.
In this software, I'd like to import not only NFS:NL's models but NFS:MW 2012's models anyway.

I'm not able to cope with the extraction of these models in the use of Mesh Extractor completely.

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 Post subject: Re: NFS No Limits
PostPosted: Sat Jan 10, 2015 1:53 pm 
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nosfornos wrote:
I suggest that someone make the all-m3g-supported script for 3ds Max.
In this software, I'd like to import not only NFS:NL's models but NFS:MW 2012's models anyway.

I'm not able to cope with the extraction of these models in the use of Mesh Extractor completely.


I do beleive that M3G's are different all the times.
Every game uses specific compression and stuff like that,so you can't predict every single one and make a universal tool.

We would probably get it long ago if it would be possible. (:

And why do you need Mobile version of MW 2012? There's no special or interesting cars at all.
At least,you can get em from the PC version


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 Post subject: Re: NFS No Limits
PostPosted: Sat Jan 10, 2015 2:35 pm 
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Because of the apparent models for my works.
I guess NFSMW(for iOS)'s models as them.

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 Post subject: Re: NFS No Limits
PostPosted: Sat Jan 10, 2015 3:13 pm 
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nosfornos wrote:
I suggest that someone make the all-m3g-supported script for 3ds Max.
In this software, I'd like to import not only NFS:NL's models but NFS:MW 2012's models anyway.

I do have a working script for 3ds max but I won't release it. It would require an external quickbms script to decompress NFSNL files, not to mention the fact that it would be slow as always.

However, my M3G2FBX converter will work both NFS:NL and Real Racing 3, and if you say NFS:MW uses m3g as well, I'll have a look and add support if possible.
m3g models are indeed different from game to game, but they have as many similarities as differences, so it's not impossible.

In the mean time, here's a 8192x1024px view at all the tuning options, this time with vertex colors and complete transformations:
Image

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Last edited by Chipicao on Mon Jan 19, 2015 12:22 pm, edited 1 time in total.

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 Post subject: Re: NFS No Limits
PostPosted: Sat Jan 10, 2015 3:22 pm 
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Chipicao wrote:
nosfornos wrote:
I suggest that someone make the all-m3g-supported script for 3ds Max.
In this software, I'd like to import not only NFS:NL's models but NFS:MW 2012's models anyway.

I do have a working script for 3ds max but I won't release it. It would require an external quickbms script to decompress NFSNL files, not to mention the fact that it would be slow as always.

However, my M3G2FBX converter will work both NFS:NL and Real Racing 3, and if you say NFS:MW uses m3g as well, I'll have a look and add support if possible.
m3g models are indeed different from game to game, but they have as many similarities as differences, so it's not impossible.

In the mean time, here's a 6000x768 view at all the tuning options, this time with vertex colors and complete transformations:
Image


You did an amazing work!
And FBX converter is the best option.I don't think we need Max script if we can have a converter :)
You also mentioned,that there's some textures inside theese m3g's,didn't you?
And if you want,i will convert Volkswagen's textures just right now for you for a test :)


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 Post subject: Re: NFS No Limits
PostPosted: Sat Jan 10, 2015 3:29 pm 
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Yes, it appears there are some textures embedded which my tool will extract. Another reason why maxscript would be a pain.
Thanks, but I can convert textures myself.

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 Post subject: Re: NFS No Limits
PostPosted: Sat Jan 10, 2015 3:35 pm 
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Chipicao wrote:
Yes, it appears there are some textures embedded which my tool will extract. Another reason why maxscript would be a pain.
Thanks, but I can convert textures myself.


Ok ;)
Just i haven't found car skins and common textures like chassis or carbon fibre anywhere and I thought that they may be inside the cars [roll]

(Clearly visible here)
Image Image Image


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 Post subject: Re: NFS No Limits
PostPosted: Sat Jan 10, 2015 8:19 pm 
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Ferrari formula 1 wrote:
Just i haven't found car skins and common textures like chassis or carbon fibre anywhere and I thought that they may be inside the cars [roll]

\Payload\NFSNoLimits_UNIVERSAL.app\published.texture_pvrtc\textures\bodykit_logos
\Payload\NFSNoLimits_UNIVERSAL.app\published.texture_pvrtc\textures\cars\common\texture_carbon.sba

and others...

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 Post subject: Re: NFS No Limits
PostPosted: Sat Jan 10, 2015 8:32 pm 
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Chipicao wrote:
Ferrari formula 1 wrote:
Just i haven't found car skins and common textures like chassis or carbon fibre anywhere and I thought that they may be inside the cars [roll]

\Payload\NFSNoLimits_UNIVERSAL.app\published.texture_pvrtc\textures\bodykit_logos
\Payload\NFSNoLimits_UNIVERSAL.app\published.texture_pvrtc\textures\cars\common\texture_carbon.sba

and others...


I can't open any texture from "published.texture_pvrtc" with Dragon Unpacker for some reason.
Only textures from "published" are openable for me.
Mabye I'm using wrong soft? :?


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 Post subject: Re: NFS No Limits
PostPosted: Sat Jan 10, 2015 8:58 pm 
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I haven't tried either. It's probably a format that Dragon Unpacker doesn't recognize, or maybe it's compressed.

I'll get to it later, after everything else is ready.

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 Post subject: Re: NFS No Limits
PostPosted: Sun Jan 11, 2015 3:22 am 
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Great news! Thanks chipi. Looking forward for the tool. Luck! :)


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 Post subject: Re: NFS No Limits
PostPosted: Sun Jan 11, 2015 1:44 pm 
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NFS:MW is almost identical to NFS:NL, so it will be supported without issues, even though models are really low-quality:
Image

Tracks will work as well:
Image

And RR3 has some very high-quality circuits (for a mobile game):
Image

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 Post subject: Re: NFS No Limits
PostPosted: Sun Jan 11, 2015 2:03 pm 
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Chipicao wrote:
NFS:MW is almost identical to NFS:NL, so it will be supported without issues, even though models are really low-quality:
Image

Tracks will work as well:
Image

And RR3 has some very high-quality circuits (for a mobile game):
Image


Just as I said about MW models :)
Amazing work,Chipicao!
So excitedImage
Yes,RR3 has great circuits like Laguna Seca .I've had a little problem after ripping RR3 circuits - I couldn't find a half of textures of it.
But mabye i was just searching badly.


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 Post subject: Re: NFS No Limits
PostPosted: Tue Jan 13, 2015 4:08 pm 
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well, that was not too easy to sort out:


(some troubles with scaling)


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 Post subject: Re: NFS No Limits
PostPosted: Tue Jan 13, 2015 7:53 pm 
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My converter has been ready since Sunday, but I've been struggling with sba textures.
It's all a mess, multiple data chunks connected together like databases...

I might take a break so in the mean time here is the M3G2FBX converter.
- supports all models from RR3, NFS:MW and NFS:NL
- All LODs with normals, UV coordinates, vertex colors, hierarchy, transformations, materials, and texture names (for reference only)

Usage options:
- drag&drop an m3g file to convert it
- double click the exe to convert any m3g file from the current folder
- use the command line to specify a file: M3G2FBX.exe input_file.m3g
- same thing with a folder or a path, only this time it will include all subfolders: M3G2FBX.exe input_folder

FBX files will always be saved in the same place as their m3g couterparts.


I converted all 2196 m3g files from the above 3 games to check for faults, but obviously I wasn't able to visually inspect all models. So let me know if you find any issues.

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Last edited by Chipicao on Wed Jan 14, 2015 11:53 am, edited 2 times in total.

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