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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Wed Mar 08, 2017 9:50 pm 
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This is my main problem. I think my original fix was deleting triangles


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Wed Mar 08, 2017 9:57 pm 
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There are even more errors


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Wed Mar 08, 2017 11:00 pm 
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Oh shi* this is awesome. Just fantastic. You guys made my day.


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Thu Mar 09, 2017 12:07 am 
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JohnHudeski wrote:

What is that?

I've looked at images from the real car, and i can tell that the unknown square is the car door's keyhole. The reason for it being square is to save up triangle count by using alpha texture like most racing games.


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Thu Mar 09, 2017 1:56 am 
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I will just state once again
The source of all our problems come from the fact that the game uses triangle strips and unity does not support this
So I am forced to convert from triangle strips to a triangle list and I am very unsure of the code's accuracy.


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Thu Mar 09, 2017 2:23 am 
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Code:
//Shameful hack. Slow code
public static int[] ConvertStripToTriangle(int[] triStrip, Vector3[] vert)
    {
        List<int> triList = new List<int>(); //our new list

        for (int i = 2; i < triStrip.Length; i++)
        {
            bool isEven = (i % 2 == 0);
            int a = triStrip[i - 2];
            int b = triStrip[isEven ? i - 1 : i];
            int c = triStrip[isEven ? i : i - 1];
            string s = string.Format("a:{0}, b:{1}, c:{2}", a, b, c);

            //Tests if we are using over stretched triangles from origin
            if (a == 0 || b == 0 || c == 0)
            {
                float l0 = Vector3.Distance(vert[a], vert[b]);
                float l1 = Vector3.Distance(vert[a], vert[c]);
                float l2 = Vector3.Distance(vert[c], vert[b]);
                float min = Mathf.Min(l0, l1, l2);
                float max = Mathf.Max(l0, l1, l2);
                if ((max / min) > 20)
                {
                    Debug.Log("Potentially faulty triangle" + s);
                    continue;
                }
            }
            triList.Add(a);
            triList.Add(b);
            triList.Add(c);
        }
        return triList.ToArray();
    }



No more errors
Please send textures


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Thu Mar 09, 2017 2:01 pm 
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Guys, JohnHudeski is very cool, he did it, it works :mrgreen:

ToyotaVitz Traffic Model in 3ds Max:

Image


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Thu Mar 09, 2017 2:05 pm 
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I am taking a break for a while. Sent the code to Blackracer. It works but could be better
eg need to combine meshes
Texturing is a pain for me.
But you guys should be good

I will come back with improvements


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Thu Mar 09, 2017 2:22 pm 
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JohnHudeski wrote:
I am taking a break for a while. Sent the code to Blackracer. It works but could be better
eg need to combine meshes
Texturing is a pain for me.
But you guys should be good

I will come back with improvements

Big thanks man. You and blackracer have done a very great job. BIG thumbs up!


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Thu Mar 09, 2017 4:53 pm 
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RB26DETT :keke:

Image


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Thu Mar 09, 2017 4:56 pm 
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blackracer wrote:
RB26DETT :keke:

Image

YES!!! That's exactly the reason why i want to extract models from this game! And also the R34 and it's C-West N2 kit :D .
Can't wait until the tool is completely finished!


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Thu Mar 09, 2017 5:01 pm 
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I'm all looking at the models and I cannot begin to refine tool :D
Models are excellent!!!


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Fri Mar 10, 2017 12:04 pm 
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You have to explain to me how you are finding what textures go where
seriously


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Fri Mar 10, 2017 3:23 pm 
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Textures are determined only by the model of the engine and the car, that is, I look at the model let's say this CA18DET means I need to look for Nissan180sx, in hex I do a search through TotalComander. I find XPR and unpack them.

Image

Unfortunately there are no references in * .dat about names :(
I did easily separate the files containing Shapes from others * .Dat. I come to the conclusion that need to do the BatchConvert function, there are a lot of files and they need to be sorted somehow.


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Sat Mar 11, 2017 11:55 am 
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I have never heard of total commander

How do you know the model is a CA18DET from the .dat file?
also how is a CA18DET related to a Nissan180sx.

I dont know anything about cars

ps I found the solution to my strip problem
NvTriStrip


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Last edited by JohnHudeski on Sat Mar 11, 2017 12:35 pm, edited 1 time in total.

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