XeNTaX Forum Index
Forum MultiEx Commander Tools Tools Home
It is currently Mon Nov 19, 2018 3:34 pm

All times are UTC + 1 hour


Forum rules


Please click here to view the forum rules



Post new topic Reply to topic  [ 13 posts ] 
Author Message
 Post subject: London Racer: Destruction Madness *.CNT level files
PostPosted: Fri Nov 02, 2018 5:51 pm 
Offline
veteran
User avatar

Joined: Sun Dec 18, 2016 3:32 am
Posts: 82
Has thanked: 28 times
Have thanks: 8 times














You can make the ads go away by registering

Hi all, i asked already about cnt files from that game in that thread: http://forum.xentax.com/viewtopic.php?f=16&t=17119.
And i figured that game is using similar to carmageddon mobile game engine (stainless engine) and even noesis have support for most of files from here. Noesis can open vehicle cnt files fine but problem is with level files,it can open them but models placed a bit wrong or have wrong scale.
Im not really sure how to fix it and cant find script file in noesis,it build in program itself i suppose,i hope somebody could help me with it.

Map look like this in noesis:
Image
Closer look at some parts:
Image


Top
 Profile  
 
 Post subject: Re: London Racer: Destruction Madness *.CNT level files
PostPosted: Fri Nov 02, 2018 10:31 pm 
Offline
M-M-M-Monster veteran
M-M-M-Monster veteran
User avatar

Joined: Fri Apr 20, 2012 9:24 am
Posts: 2495
Location: Nexus, searching for Jim Kirk
Has thanked: 599 times
Have thanks: 1278 times
which format did you choose from Noesis' format list?
(Without a .cnt level file it's impossible to help you.
If it's an internal format, it's not possible, too, imho.)

_________________
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


Top
 Profile  
 
 Post subject: Re: London Racer: Destruction Madness *.CNT level files
PostPosted: Fri Nov 02, 2018 10:43 pm 
Offline
veteran
User avatar

Joined: Sun Dec 18, 2016 3:32 am
Posts: 82
Has thanked: 28 times
Have thanks: 8 times
shakotay2 wrote:
which format did you choose from Noesis' format list?
(Without a .cnt level file it's impossible to help you.
If it's an internal format, it's not possible, too, imho.)

Oh,sorry i forgot about examples,my bad :D
Here is that level from pic https://mega.nz/#!QhMxlIpR!dU8Bt6T2YifgSfpRNbE-th4rgbyPfsIT6vbV1R4cyDs you need to load LEVEL.CNT file and it will catch all mdl models.
And its stainless cnt in noesis,i saw post about adding support for that in noesis but cant find it now.


Top
 Profile  
 
 Post subject: Re: London Racer: Destruction Madness *.CNT level files
PostPosted: Fri Nov 02, 2018 11:57 pm 
Offline
M-M-M-Monster veteran
M-M-M-Monster veteran
User avatar

Joined: Fri Apr 20, 2012 9:24 am
Posts: 2495
Location: Nexus, searching for Jim Kirk
Has thanked: 599 times
Have thanks: 1278 times
here you go: viewtopic.php?f=33&t=4582&p=81288&hilit=stainless#p81288
But I can't find a plugin handling .cnt files.

As you can see from the thread you've linked in your opening post about the classiccoupe the offsets of submeshes are to be found in the cnt file.
Not sure if it works for levels but for the bonnet of the car it did.

_________________
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


Top
 Profile  
 
 Post subject: Re: London Racer: Destruction Madness *.CNT level files
PostPosted: Sat Nov 03, 2018 12:06 am 
Offline
veteran
User avatar

Joined: Sun Dec 18, 2016 3:32 am
Posts: 82
Has thanked: 28 times
Have thanks: 8 times
shakotay2 wrote:
here you go: viewtopic.php?f=33&t=4582&p=81288&hilit=stainless#p81288
But I can't find a plugin handling .cnt files.

As you can see from the thread you've linked in your opening post about the classiccoupe the offsets of submeshes are to be found in the cnt file.
Not sure if it works for levels but for the bonnet of the car it did.

That noesis plugin is already in program by default you dont need to install it and it can open vehicles cnt files fine. Its only a problem with levels. Maybe model scale itself wrong,idk.


Top
 Profile  
 
 Post subject: Re: London Racer: Destruction Madness *.CNT level files
PostPosted: Sat Nov 03, 2018 12:41 am 
Offline
M-M-M-Monster veteran
M-M-M-Monster veteran
User avatar

Joined: Fri Apr 20, 2012 9:24 am
Posts: 2495
Location: Nexus, searching for Jim Kirk
Has thanked: 599 times
Have thanks: 1278 times
dropoff wrote:
That noesis plugin is already in program by default you dont need to install it
yes, I know. :D

What I wanted to say is that I didn't find a plugin source (to patch it concerning the offsets).

Anyways, <you> can try to fix the offsets manually for a handful of submeshes to see whether it works.
For example "cs euro office top 14 01" and the "bot".
(If so I could create code for it.)

Here's the offset of the "cs euro office bot 14b 01" at 0x33b69in the level.cnt:
C678B2C3 E926B13D A1B28744 (You can convert it to floats using hex2obj, see the "car thread".)


Both parts (top/bot) have the same offsets which makes sense.

(I've included the car for comparison only!)


Attachments:


You do not have the required permissions to view the files attached to this post. Register to gain access.


_________________
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


Top
 Profile  
 
 Post subject: Re: London Racer: Destruction Madness *.CNT level files
PostPosted: Sat Nov 03, 2018 1:04 am 
Offline
veteran
User avatar

Joined: Sun Dec 18, 2016 3:32 am
Posts: 82
Has thanked: 28 times
Have thanks: 8 times
shakotay2 wrote:
dropoff wrote:
That noesis plugin is already in program by default you dont need to install it
yes, I know. :D

What I wanted to say is that I didn't find a plugin source (to patch it concerning the offsets).

Anyways, <you> can try to fix the offsets manually for a handful of submeshes to see whether it works.
For example "cs euro office top 14 01" and the "bot".
(If so I could create code for it.)

Here's the offset of the "cs euro office bot 14b 01" at 0x33b69in the level.cnt:
C678B2C3 E926B13D A1B28744 (You can convert it to floats using hex2obj, see the "car thread".)


Both parts (top/bot) have the same offsets which makes sense.

(I've included the car for comparison only!)

I found program that can load that format aswell and with same result. Here: https://github.com/MaxxWyndham/Flummery I compared coords that it gives me with ones from file and they are pretty close Image


Top
 Profile  
 
 Post subject: Re: London Racer: Destruction Madness *.CNT level files
PostPosted: Sat Nov 03, 2018 2:44 pm 
Offline
M-M-M-Monster veteran
M-M-M-Monster veteran
User avatar

Joined: Fri Apr 20, 2012 9:24 am
Posts: 2495
Location: Nexus, searching for Jim Kirk
Has thanked: 599 times
Have thanks: 1278 times
dropoff wrote:
I found program that can load that format aswell and with same result.
What does that mean? The Flummery loads the Level.cnt, applies the offsets and the meshes are misplaced, though?

btw: did you manage to compile the Flummery project? (I'm using Net 4.5, updating to Net 4.6 always broke some C# projects, so I restored 4.5; didn't get LibSquishNet working under Net 4.5)

Another problem:
"The referenced project '..\Flummery.Plugin\Flummery.Plugin.csproj' does not exist."

_________________
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


Top
 Profile  
 
 Post subject: Re: London Racer: Destruction Madness *.CNT level files
PostPosted: Sat Nov 03, 2018 3:05 pm 
Offline
veteran
User avatar

Joined: Sun Dec 18, 2016 3:32 am
Posts: 82
Has thanked: 28 times
Have thanks: 8 times
shakotay2 wrote:
dropoff wrote:
I found program that can load that format aswell and with same result.
What does that mean? The Flummery loads the Level.cnt, applies the offsets and the meshes are misplaced, though?

btw: did you manage to compile the Flummery project? (I'm using Net 4.5, updating to Net 4.6 always broke some C# projects, so I restored 4.5; didn't get LibSquishNet working under Net 4.5)

Another problem:
"The referenced project '..\Flummery.Plugin\Flummery.Plugin.csproj' does not exist."

I mean it can load it with same problem as noesis,models misplaced in same way. I was able to compile it with vs2017 with net 4.6 or newer(i dont remember which version flummery require). There is also compiled versions on github page available. Also in last source version fbx export option is broken for some reason so i cant get anything out of it,and it cant load boundary.mdl because it have null texture,but you can just replace it with different model to load level. I think its actually wrong scale,because if you load map,you can see that boundary model is much smaller than level.


Top
 Profile  
 
 Post subject: Re: London Racer: Destruction Madness *.CNT level files
PostPosted: Sat Nov 03, 2018 3:43 pm 
Offline
M-M-M-Monster veteran
M-M-M-Monster veteran
User avatar

Joined: Fri Apr 20, 2012 9:24 am
Posts: 2495
Location: Nexus, searching for Jim Kirk
Has thanked: 599 times
Have thanks: 1278 times
dropoff wrote:
I mean it can load it with same problem as noesis,models misplaced in same way.
That's strange, since from your "details window" in your post as of 1:04 am the position of the submesh (sm) is identical to the offset given in Level.cnt. Are you sure that sm is displaced? (Maybe it's only caused by wrong scaling?)

Refer to the bonnet of the car, I mentioned. Applying the offset from the carbody.cnt to the bonnet of the classiccoupe made it "move" to the right place, iirc.

Can you tell me where to find Flummery.Plugin.csproj? Couldn't find it in Flummery-master.zip from Github.

_________________
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


Top
 Profile  
 
 Post subject: Re: London Racer: Destruction Madness *.CNT level files
PostPosted: Sat Nov 03, 2018 4:56 pm 
Offline
veteran
User avatar

Joined: Sun Dec 18, 2016 3:32 am
Posts: 82
Has thanked: 28 times
Have thanks: 8 times
shakotay2 wrote:
dropoff wrote:
I mean it can load it with same problem as noesis,models misplaced in same way.
That's strange, since from your "details window" in your post as of 1:04 am the position of the submesh (sm) is identical to the offset given in Level.cnt. Are you sure that sm is displaced? (Maybe it's only caused by wrong scaling?)

Refer to the bonnet of the car, I mentioned. Applying the offset from the carbody.cnt to the bonnet of the classiccoupe made it "move" to the right place, iirc.

Can you tell me where to find Flummery.Plugin.csproj? Couldn't find it in Flummery-master.zip from Github.

I mean like they are on correct coordinates but they look like misplaced and yeah it could be caused by wrong scale i think,i will try to do something with scales. And everything work like it should with cars. Also its weird,i had no problems with Flummery.Plugin.csproj file,i will check for it when i will be on my pc.


Top
 Profile  
 
 Post subject: Re: London Racer: Destruction Madness *.CNT level files
PostPosted: Sat Nov 03, 2018 6:49 pm 
Offline
veteran
User avatar

Joined: Sun Dec 18, 2016 3:32 am
Posts: 82
Has thanked: 28 times
Have thanks: 8 times
Hmm,i dont have such file. I pm'ed you link to source i have shakotay.


Top
 Profile  
 
 Post subject: Re: London Racer: Destruction Madness *.CNT level files
PostPosted: Sat Nov 03, 2018 8:09 pm 
Offline
veteran
User avatar

Joined: Sun Dec 18, 2016 3:32 am
Posts: 82
Has thanked: 28 times
Have thanks: 8 times
So,it looks better with 4x scale for each model,but now here is another problem. Just scale doesnt work too good for some models like buildings etc.
Image


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 13 posts ] 

All times are UTC + 1 hour


Who is online

Users browsing this forum: X3D and 10 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group