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 Post subject: London Racer: Destruction Madness Car Parts Coordinates
PostPosted: Wed Oct 11, 2017 12:05 am 
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Hi all,i have extracted models from that game but offsets for car parts in CNT files,and i dont know how to read them,what metrics and etc.
I can place it in 3ds max by myself but im lazy to doing it with all cars from that game :D
Image
Image

Here blue is a car part name,yellow unknown value(if I change it, then nothing will change in the game),green and red move like on screenshot from game.

Link to all files of that car:

https://mega.nz/#!BplySZTT!lKzXq8-XUO9H ... OB9KNVZ01M

And topic about models from that game:

viewtopic.php?f=16&t=16232

I hope someone can help.


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 Post subject: Re: London Racer: Destruction Madness Car Parts Coordinates
PostPosted: Wed Oct 11, 2017 11:59 am 
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dropoff wrote:
Hi all,i have extracted models from that game but offsets for car parts in CNT files,and i dont know how to read them,what metrics and etc.
so you would like to leave the annoying part of analysing to the audience? :D In my experience that doesn't work, usually.

Noone likes to start from scratch to help out others; so it's up to you to put in more efforts.
Why not give the carbody.cnt file a structure? For example there's 21 times the string "MODL".

You need to provide more infos than just colouring some random values (they are random, aren't they?).

Quote:
I can place it in 3ds max by myself
wouldn't that require the parameters you're asking for? :?
(Tell/show us more, please.)
Quote:
but im lazy to doing it
that's me, too :D

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extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

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 Post subject: Re: London Racer: Destruction Madness Car Parts Coordinates
PostPosted: Wed Oct 11, 2017 12:28 pm 
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shakotay2 wrote:
so you would like to leave the annoying part of analysing to the audience? :D In my experience that doesn't work, usually.

Maybe i need to do more researches here,but im hit a wall,im found parameters that i needed,but i dont know how to read them,and seems like developers leave decrypted version of that file in folder CAR.TXT,but still i dont know what metrics of that coordinates.

shakotay2 wrote:
Noone likes to start from scratch to help out others; so it's up to you to put in more efforts.
Why not give the carbody.cnt file a structure? For example there's 21 times the string "MODL"


Sorry,im new to analyse files,and idk how to do this properly.


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 Post subject: Re: London Racer: Destruction Madness Car Parts Coordinates
PostPosted: Wed Oct 11, 2017 3:46 pm 
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dropoff wrote:
im found parameters that i needed,but i dont know how to read them
you're speaking in riddles, want to keep things secret? :D (edit: correction, see my note at the end)
well, from what I see here:

I'd guess you're missing the offsets for the parts, don't you?
Then you need to learn how to read floats from a binary file. That's not too hard.

If you can't do it by coding, search for a hex editor that can display data as floats.

Or you could use hex2obj with the .cnt file, addr 0x768, simply negate the 1.31.

edit: well, see, you were on the right track, my apologies :) ,
you simply marked the floats in a unusual way: C4 17 65 3F (for the boot) is one float in IEEE754 floating point format


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"you can't always get things served on a silver tray"
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

"We are Microsoft. You will be assimilated. Resistance is Futile."


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