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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Fri Mar 17, 2017 12:36 pm 
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So far, did you search the texture manually for the models?

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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Fri Mar 17, 2017 3:38 pm 
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REDZOEU wrote:
So far, did you search the texture manually for the models?

Yes, for me it doesn't seem difficult, I rely on models and features of cars, it will not be easy for other users to do, who do not understand car parts and specs.


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Fri Mar 17, 2017 3:54 pm 
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blackracer wrote:
REDZOEU wrote:
So far, did you search the texture manually for the models?

Yes, for me it doesn't seem difficult, I rely on models and features of cars, it will not be easy for other users to do, who do not understand car parts and specs.


This is why i was surprised you got any of them in the first place


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Fri Mar 17, 2017 4:08 pm 
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Hmm what's this?
http://zenhax.com/viewtopic.php?t=1013
http://zenhax.com/viewtopic.php?f=9&t=957

The answer to figuring out what files are what might come from the above 2


viewtopic.php?f=16&t=12775
Is this the same game/format?


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Fri Mar 17, 2017 5:29 pm 
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JohnHudeski wrote:
Hmm what's this?
http://zenhax.com/viewtopic.php?t=1013
http://zenhax.com/viewtopic.php?f=9&t=957

The answer to figuring out what files are what might come from the above 2


viewtopic.php?f=16&t=12775
Is this the same game/format?

I don't know what to say about the zenhax webs, but for the xentax one, probably not. I haven't touched the game files since 2015 :roll:

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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Fri Mar 17, 2017 10:58 pm 
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JohnHudeski
The first topic is my way on zenhax we were able to extract files from the archives. Wangan Midnight uses a completely different structure and file formats.

At the moment I'm analyzing structure of the course map.


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Sat Mar 18, 2017 12:32 am 
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The course map should be the same as the regular models for the most part. This is what I believe
We need to figure out how files cross reference each other
Eg how a model id's its texture from an xpr file


Kengo might be an older game than import tuner so maybe it is a bit more naive in implementation (still similar to the PS2)

here is a scene file script
Code:
# STG_06_TONSHO
SCENE      "STG_06_TONSHO_BG"      "-P3"      "-Z0"   # ‚a‚f
SCENE      "STG_06_TONSHO_GROUND"      "-P3"      "-Z0"   # ’n–Ê
SCENE      "STG_06_TONSHO_GROUND_01"   "-P3"      "-Z0"   # ’n–ʁi’ëj
SCENE      "STG_06_TONSHO_NIWA"      "-P2"      "-Z0"   # ’ë
SCENE      "STG_06_TONSHO_WATER"      "-P2"      "-Z0"   # …–Ê
SCENE      "STG_06_TONSHO_GRASS"      "-P2"      "-Z0"   # ‘
SCENE      "STG_06_TONSHO_HEI"            "-Z0"   # •»ˆÍ‚¢
SCENE      "STG_06_TONSHO_MON"      "-P1"      "-Z0"   # –å
SCENE      "STG_06_TONSHO_TATEMONO"   "-P1"      "-Z0"   # “ԏŠŒš•¨
SCENE      "STG_06_TONSHO_TATEMONO_01"   "-P1"      "-Z0"   # “ԏŠŒš•¨
SCENE      "STG_06_TONSHO_TATEMONO_02"   "-P1"      "-Z0"   # “ԏŠŒš•¨
SCENE      "STG_06_TONSHO_TATEMONO_03"   "-P1"      "-Z0"   # “ԏŠŒš•¨
SCENE      "STG_06_TONSHO_TATEMONO_BG"   "-P1"      "-Z0"   # Žü•ÓŒš•¨
SCENE      "STG_06_TONSHO_KOMONO"            "-Z0"   # ¬•¨
SCENE      "STG_06_TONSHO_KOMO_A"            "-Z0"   # ¬•¨(“§–¾j
SCENE      "STG_06_TONSHO_MOTION"            "-Z0"   # “®‚­ƒ‚ƒfƒ‹iŠøj
SCENE      "STG_06_TONSHO_MOTION_01"         "-Z0"   # “®‚­ƒ‚ƒfƒ‹iŽ÷–؁j
SCENE      "STG_06_TONSHO_MOTION_02"         "-Z0"   # “®‚­ƒ‚ƒfƒ‹iƒRƒCj
SCENE      "STG_06_TONSHO_SHADOW"            "-Z0"   # ‰e—pƒ‚ƒfƒ‹
SCENE      "STG_06_TONSHO_KAGE_A"            "-Z0"   # ‰e—pƒ‚ƒfƒ‹
SCENE      "STG_06_TONSHO_KAGE_B"            "-Z0"   # ‰e—pƒ‚ƒfƒ‹
SCENE      "STG_06_TONSHO_FOGCUT"            "-Z0"   # ƒtƒHƒOƒJƒbƒgƒ‚ƒfƒ‹
SCENE      "STG_06_TONSHO_DOOR"            "-Z0"   

SCENE      "STG_06_TONSHO_CHUN"            "-Z0"   # B

TEXTURE      "TON_ALL"

SOUND      "SOUND_06_TONSHO"            # ŠÂ‹«‰¹

OBJ      "OBJ_TON_HEI_WOOD"
OBJ      "OBJ_TON_SHOUJI_A"
OBJ      "OBJ_TON_SHOUJI_B"
OBJ      "OBJ_TON_OKE_A"
OBJ      "OBJ_TON_OKE_B"
OBJ      "OBJ_TON_ANDON_A"
OBJ      "OBJ_TON_ANDON_B"

#LIGHT      "STG_06_TONSHO_LIGHT"               # ƒ‰ƒCƒg
LIGHT      "TONSHO_LIGHT"


RAIL      "RAIL_06_TONSHO"               # ƒŒ[ƒ‹

STATE      "STG_06_TONSHO_STATE"               # ƒGƒfƒBƒbƒgƒf[ƒ^


HIT         "HIT_06_TONSHO.HIT"            # ƒqƒbƒg
CAMERA      "CAM_06_TONSHO.KCF"               # ƒJƒƒ‰




# EOF



I was able to recreate the level with the exception of objects (OBJ_....) as there was no instruction on where to place them
and Light cos I could not understand what values were color or rotation but i could figure out directional and point light

lastly i could not figure out wat -P1 or -Z0 meant

If i could a file like this in import tuner then the tracks are done


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Thu Mar 23, 2017 6:00 pm 
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Any new progress here? I'm dying to check out all car models and their tuning parts from this game. If track support has a long way to go, we'll just have to wait until someone's willing enough to help us, or else this project is never going to be completed :(

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Last edited by REDZOEU on Sun Mar 26, 2017 5:37 pm, edited 1 time in total.

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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Sun Mar 26, 2017 2:56 pm 
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Is there any progress i would love my hands on the ae86 levin/trueno files for bodykits etc.


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Sun Mar 26, 2017 7:11 pm 
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ask blackracer



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