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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Fri Aug 10, 2018 1:41 pm 
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The .mxs file isnt' from Maxwell Render is the only thing I understand...


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Sat Aug 11, 2018 12:37 pm 
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OK, I open one of the cars (THANKS A LOT thorh62!), the Chevy Nomad... the first sring is write: "3DSMAX_ENGINE1EXPORTB2 200", but on the 63 corvette is write: "3DSMAX_ENGINE1EXPORTFP 200";

With Model Researcher, the Chevy Nomad looks correct, but the 63 Corvette looks like this: https://www.dropbox.com/s/mzetwz5mgs1fz ... e.jpg?dl=0

Why?

thorn62 tells me that the files with first string "3DSMAX_ENGINE1EXPORTFP 200" has the verticles stored on another format. Is this the verticles blocked mode write on the tut of Hex2obj :?:


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Sat Aug 11, 2018 4:16 pm 
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The first string is important, cause it gives the hint as to what 3d modelling package it comes from.
The variants are (I looked at the .text section of the exe to get the possible names):
Tags:
- "3DSMAX_ENGINE1EXPORT (Only seen in HW:Turbo Driver so far)
- "3DSMAX_ENGINE1EXPORTB (seems to be unused)
- "3DSMAX_ENGINE1EXPORTB2
- "3DSMAX_ENGINE1EXPORTFP
Possible versions:
- 100 (Hypothetical dev version)
- 200
- 300 (Hypothetical dev version)
- 400
- 500 (Hypothetical dev versiont)
- 600 (This is what HW:Racing Circuit throws up... but by then the format is a complete binary file)

To take it further, when you look at what's in common with the tags you get
*3dsmax_Engine1Export
Replace Engine1 with a variable, and you get the text mask
*3dsmax_<a>Export<b>

When searching for something similar, this: comes up.
(Which explains almost everything)
There the string used there is *3DSMAX_ASCIIEXPORT
And the format is native to a well know 3d modeling package.

Also, from the tmr template that @shakotay2 posted for the vette, seems like the verticies for FP packed versions are stored as shorts then rescaled.
"vertices_type" : "Short_sign"
Which explains why I wasn't able to calculate what data type it was stored in. (Mind you, it's like reading c structs)

To make it even more obvious, it even lists the scene file it came from a few lines down. (with an extension of *.max)


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Sat Aug 11, 2018 5:27 pm 
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O...K? i dont' get anything. But I noticed there is a structure on the file, yes, but I don't know how to handle the vertex...

I mean, I know the count is "2065", ok, but the "0x0701A" from the shakotay2's tmr I don't understand where it comes from... :D

the other valor (the faces) I get when they are from.


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Sat Aug 11, 2018 6:09 pm 
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Fiammanera628 wrote:
O...K? i dont' get anything. But I noticed there is a structure on the file, yes, but I don't know how to handle the vertex...

I mean, I know the count is "2065", ok, but the "0x0701A" from the shakotay2's tmr I don't understand where it comes from... :D

the other valor (the faces) I get when they are from.

The last part of the version string decides how the vertex list is stored.

[s]
I mentioned where it comes from..
It's the starting address of the vertex list when I replied to you earlier.
(ie shortly after the count)

You'd need a hex editor to find the offset, unless you can automate the process.

Also, ENGINE1EXPORTFP variants store the vertex lists in binary form.
So eg 1.0 -> 0x0000803f, assuming the platform you are studying is little endian.

ENGINE1EXPORT versions (as found in HW:Turbo Driver) are pure text files, so you delete the node id, and user properties, and you get an *.ase file you can import with any program that supports that format.[/s]
Seems to be off by 12 bytes...


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Sat Aug 11, 2018 6:42 pm 
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so I tryed to delete the "*NODE_ID" and save the file in .ASE format, but, when I tryed to open it with 3ds max gave me this error (3ds max because I read that it can open the .ASE files):

https://www.dropbox.com/s/gywdwgi9g2h37 ... e.ASE?dl=0

So, what should I do :?:

p.s. I leave the .ASE file, if someone want to ceck it.

https://www.dropbox.com/s/gywdwgi9g2h37 ... e.ASE?dl=0


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Sat Aug 11, 2018 7:20 pm 
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Fiammanera628 wrote:
so I tryed to delete the "*NODE_ID" and save the file in .ASE format, but, when I tryed to open it with 3ds max gave me this error (3ds max because I read that it can open the .ASE files):

https://www.dropbox.com/s/gywdwgi9g2h37 ... e.ASE?dl=0

So, what should I do :?:

p.s. I leave the .ASE file, if someone want to ceck it.

https://www.dropbox.com/s/gywdwgi9g2h37 ... e.ASE?dl=0


N/A wrote:
ENGINE1EXPORT versions (as found in HW:Turbo Driver) are pure text files, so you delete the node id, and user properties, and you get an *.ase file you can import with any program that supports that format.[/s]

Read between the lines...
The 63corvette is an ENGINE1EXPORTFP variant. It obviously doesn't work by editing the file with a text editor.
Any normal plugin built for *.ase files are not capable of reading the lists in a binary format.

Also, you spelt check wrong...


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Sat Aug 11, 2018 8:34 pm 
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So? what I have to do? :scaredy:


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Mon Aug 13, 2018 12:07 pm 
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Quote:
thorn62 tells me that the files with first string "3DSMAX_ENGINE1EXPORTFP 200" has the verticles stored on another format.


So, is possible that the verticles lists are stored on files .jrm from the "carena" zip?

an example is attached here.

https://www.dropbox.com/s/2w55fbqxnysmk ... 5.jrm?dl=0

Also I give you the 1st release of Planet Hot Wheels (the "Carena" zip)

https://www.dropbox.com/s/lj1csowyyainn ... 5.rar?dl=0

I hope this help you.


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Mon Aug 13, 2018 10:16 pm 
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getting the mxs meshes (tested with 2 models only, uvs support now, EXPORTB2 support):

As always: use it on your own risk!
Have fun with the scaling, chassis in blender y *2.5
windows: y * 1.5, z * 0.4 as a first start

(view the pic in my post as of 15th August to see which models might work)


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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip


Last edited by shakotay2 on Wed Aug 15, 2018 6:40 pm, edited 2 times in total.

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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Mon Aug 13, 2018 11:33 pm 
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shakotay2, I've taken the Demo version of Model Researcher Pro, is possible to write a script for these .mxs files with "3DSMAX_ENGINE1EXPORTFP 200", if it works?


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Tue Aug 14, 2018 12:39 am 
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Fiammanera628 wrote:
So? what I have to do? :scaredy:

My suggestion is to take something built to read 3DSMax *.ase files and modify it to read *.mxs files.
If the original script is well designed, it should be a "short" hop away from properly interpreting the file.

Fiammanera628 wrote:
Quote:
thorn62 tells me that the files with first string "3DSMAX_ENGINE1EXPORTFP 200" has the verticles stored on another format.

So, is possible that the verticles lists are stored on files .jrm from the "carena" zip?

And what Thor says is true.
But what you interpreted/concluded is incorrect. [s](Also doesn't make logical sense.)[/s]
The Carena build is an older version of the same game.
So essentially *.mxs files superseded the role of *.jrm files in later versions of the same game engine.
And in HW:Racing Circuit, *.bws/*.bwo files replaced the role of *.MXS files. (The PHW game engine refers to objects in the *.MXS as *.MXO, files but whatever...)

*.jrm files are an older mesh format. [s](Cuz Shockwave...)[/s]
Chunk based <fourCC string> <Chunk size><contents> if I recall from when I manually tore down Hyperliner.


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Tue Aug 14, 2018 10:40 am 
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Quote:
My suggestion is to take something built to read 3DSMax *.ase files and modify it to read *.mxs files.
If the original script is well designed, it should be a "short" hop away from properly interpreting the file.


I've only found this link with an article of .ASE read/import for 3ds Max, but I'm not sure if is this that you mean.

https://blenderartists.org/t/3ds-max-as ... ipt/307120


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Tue Aug 14, 2018 6:58 pm 
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Not really sure how useful that page is considering it's age.
It might work, but you know, ymmv.


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Tue Aug 14, 2018 7:08 pm 
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N/A wrote:
Not really sure how useful that page is considering it's age.
It might work, but you know, ymmv.


Mh... but I don't understand why from an .MXS file, we are now talking about an .ASE file... ok, the scructure are the same, but they are 2 different files, no?


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