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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Sat Mar 11, 2017 12:10 pm 
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JohnHudeski wrote:
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

CA18DET is the engine used in Nissan 180SX. Found it on wikipedia. I thought it was SR20DET, which was Silvia's engine (cmiiw).


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Sat Mar 11, 2017 5:37 pm 
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My first car was the Nissan 180 Kouki and it was I who driving it for the first time on a racing track))
I will try to sort by file names for the defined auto, but it will take a very long time.
The initial task is to make a fully functional tool.

JohnHudeski wrote:
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.

ps I found the solution to my strip problem
NvTriStrip


This is a very common and functional program for working with a large number of files.

I rely only on visual model parts, I have not yet found another way to sort them.

This is very good, as far as I understood in Import Tuner, another method of constructing a triangles is used, has differences from standard.


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Mon Mar 13, 2017 12:36 pm 
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Ok I finally reviewed the code and finished it 99.999%
So you guys can now bug blackracer :P


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Mon Mar 13, 2017 1:47 pm 
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I'm almost ready for this :D


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Mon Mar 13, 2017 6:08 pm 
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Oh boy, oh boy! :D
Can you explain to me what kind of things that the tool supports? Like besides extracting models of cars for example.


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Mon Mar 13, 2017 9:33 pm 
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All that is related to cars, wheels, body kits, engines, mufflers and others.
Import of tracks is not supported, it is not needed since it is for WanganMidnight it is made.
We now have a lot of unique tuning parts, and perfect models of cars :mrgreen:


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Tue Mar 14, 2017 12:41 am 
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Ahhh... it'll be great for other games if tracks are supported. But at least it works for cars. Hoping it gets released soon!


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Wed Mar 15, 2017 12:07 pm 
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Ah the tracks, that would be awesome, the Shinjuku and Shibuya lines + a lot of highly detailed parking areas are not present in WMPS3.

BTW did you guys know there's a glitch in Import Tuner Challenge that catapults your car in the air? xD


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Wed Mar 15, 2017 2:28 pm 
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Takukun wrote:
BTW did you guys know there's a glitch in Import Tuner Challenge that catapults your car in the air? xD

I don't know that, but i found out that with a max tuned subaru impreza, the car could do a stoppie when you brake at high speed. The back side of the car flying up and the car almost do a front flip. Mind telling me about the catapult glitch? I might try bringing my x360 back to life just to play the game again.

Also, is the tool not yet finished? I'm itching to get my hands on the game's models! :D


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Wed Mar 15, 2017 3:44 pm 
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REDZOEU wrote:
I don't know that, but i found out that with a max tuned subaru impreza, the car could do a stoppie when you brake at high speed. The back side of the car flying up and the car almost do a front flip.


I tried as you suggested with both imprezas but it's not working for me sadly.

I'll just upload a video and link it here (filmed with my shitty smartphone camera as I don't have a capture card).

EDIT: https://www.youtube.com/watch?v=UhIdr0wdkxI


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Thu Mar 16, 2017 12:21 pm 
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Wow. Didn't know there's a glitch like that. I might try bringing my x360 back to life and play the game again until i can show you the frontflip glitch (or stoppie glitch).

For now, i'll just wait until the tool is released by JohnHudeski or Blackracer. :mrgreen:


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Fri Mar 17, 2017 1:40 am 
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I can easily support tracks. In fact I was considering porting the game to unity at some stage. Just a few problems exist
-Identifying objects/ naming them from the extractor (Currently the export code provided is not good)
-I don't understand how to read lights or convert them to unity
-placement of car parts. The cars are very customization = many small parts i have to manually place
-biggest problems is identifying what textures go where


Normals and materials are now fixed


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Fri Mar 17, 2017 1:42 am 
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Reduced number of submeshes for vastly improved performance and easier texturing.


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Fri Mar 17, 2017 2:07 am 
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REDZOEU wrote:
Wow. Didn't know there's a glitch like that.

Well I discovered it on incident. I was slowly driving around Shuto Expwy and enjoying the view when suddenly my car jumped in the air :mrgreen:

@JohnHudeski
That's great news! I personally have no problem with waiting to get a more quality product but everyone's so hyped :D


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 Post subject: Re: Import Tuner Challenge [XBOX360]
PostPosted: Fri Mar 17, 2017 9:07 am 
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Hi guys, I'm a little distracted, I'm here again.
Yes, we can try to make support for tracks, the main problem is how to sort and impose textures... With file names complete chaos.


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