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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Wed Feb 01, 2017 9:09 am 
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I looked a file that was posted above named "00000c3a.dat"
I'm not sure if thats even the same thing you guys are looking at. But the format had geometry in it so I imported it, looks like a light :/ *boring*

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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Wed Feb 01, 2017 10:12 am 
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mariokart64n
This is very good news)), I sent you a few models of the PM for the test. :D


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Thu Feb 16, 2017 3:04 pm 
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i think i am missing some triangles but the code itself is mostly
I can add a unity script that converts it to OBJ I dont know what exactly you want to use it for


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Thu Feb 16, 2017 5:42 pm 
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Finally some impressive progress, awesome! :)
I'm wondering, what's the polycount for a complete car in stock form?


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Thu Feb 16, 2017 9:22 pm 
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AMG wrote:
Finally some impressive progress, awesome! :)
I'm wondering, what's the polycount for a complete car in stock form?

polycount ~50.000 triangles together engine model and high lod interior
Not all cars have the engine and full interior model such as boss cars, polycount ~35.000


In game Mitsubishi Eclipse Mk.IV boss car model:

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Wireframe Mitsubishi Eclipse Mk.IV boss car model, screenshot from JohnHudeski:


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Fri Feb 17, 2017 6:26 am 
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I'm glad to see someone's able to get the meshes! Nice to see you alive and kickin' mariokart64n :D
Let's hope this one ends in a success.


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Fri Feb 17, 2017 9:42 am 
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There might be some mistakes regarding my conversion from Trianglestrip to triangle list
I think the last triangle in every submesh is missing

Also most of the cars are made up of parts that you have to combine
eg interior, wheels
I would like to know if the dashboard is also customizable


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Fri Feb 17, 2017 10:29 am 
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JohnHudeski

As far as I know, that game menu uses a model with a detailed description of the interior and the engine, but during the race replaced by a low poly interior models
Yes, the interior customized in menu, consist of different models, steering wheel, seats, gauges.

You can put scripts for unity here, I look at the models and say which triangles does not exist, but I do not think it will be a problem as most will have, thanks to you))

I will try to collect a car from models parts and try to describe the process here


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Fri Feb 17, 2017 3:33 pm 
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I will post it all on saturday night when I have got a chance to clean it up. It is remarkably similar to the first code I posted


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Fri Feb 17, 2017 4:02 pm 
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Ок, we will wait :D


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Tue Feb 21, 2017 1:50 pm 
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How progress ?


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Sun Mar 05, 2017 6:05 pm 
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Things have gotten quiet... I sure hope this does not stop here. Meanwhile on another thread, they're working on Wangan Midnight Maximum Tune related stuff, which is also great.


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Sun Mar 05, 2017 7:35 pm 
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No work is not stopped)) I do not have enough knowledge on this point to fully implement, as will be the possibility JohnHudeski provide a script for Unity.
And I'll put it in the ImporterTool and its functionality will be ready.

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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Wed Mar 08, 2017 8:06 am 
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I am super sorry guys. I have a part time job that is killing me at the moment.
I will be up for the next 12 hours if blackracer is awake I will transfer my code to his tool

I did not back up my own code so it only works on the import racer for now (No more Kengo support)

edit (1 hour later)
I am removing all the crap functionality as well.
You will need to find away to add multiple models together in your program cos wheels are stored seperately from chassi
as well as lights

edit 2
Wireframe is done
Just last minute checks on triangles

edit 3
After a terrible wild goose chase I have fixed the missing triangles although it adds 1 more for some reason.

Final edit.
I think it is 100% done. There are some hacks in the code i can't be bothered to fix.
I need an image of the driver's side to confirm something (Mistibushi)
other than that the code should be flawless. Works on my old xbm files as well


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Wed Mar 08, 2017 9:49 pm 
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What is that?


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