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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Wed Aug 09, 2017 4:28 am 
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Takukun wrote:
Man, they were so close... Maybe something happened irl.

At least you can expect me releasing the Minato Mirai area in the next days.


What game are you going to convert the map to? Assetto Corsa?

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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Wed Aug 09, 2017 10:17 pm 
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REDZOEU wrote:
What game are you going to convert the map to? Assetto Corsa?

I'll convert it to GTA 4 just for fun and then release the .max or .obj 3D model files directly.
I seriously need SB01/TXR3's textures though, I've tried all kinds of programs (Texmod, Umod, Ninjaripper) with different versions of PCSX2 to rip them but either the emulator crashes or the textures come out flat, for example 128x1, 256x1...


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Thu Aug 10, 2017 7:33 am 
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If i'm not mistaken, a guy on another topic (GT6 models topic) said that he converted cars from GT PSP, and used textures from GT4 (GT PSP is more like the mobile version of GT4 anyway). Might wanna ask him how he got the textures from PS2 games.

And if he did answer your question and it works, could you share the method here? I'm kinda interested too.


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Thu Aug 10, 2017 4:26 pm 
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REDZOEU wrote:
And if he did answer your question and it works, could you share the method here? I'm kinda interested too.

Took my older pc with WinXP x86, installed PCSX2 and now everything works like it should. :? Umod still crashes the emulator but Texmod and Ninjaripper work like a charm.
The annoying part though is that they flip the blue and red channels thus leading to have to manually fix 300+ textures, unless there's a simpler way...

EDIT: Released



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