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 Post subject: RaceRoom Racing Experience .kluns
PostPosted: Fri Jan 18, 2019 11:14 pm 
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Hi! I extract .public file of RaceRoom Racing Experience by this scirpt https://aluigi.altervista.org/bms/raceroom.bms . I unpacked and I saw .kluns file but I don't know how extract from this model and textures. Old script for Quick BMS only 2 file extracted. Anybody can help me?
https://mega.nz/#!6kUDCYqC!mpGNwAporQUc ... XIZmAgXWnA


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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Fri Jan 18, 2019 11:56 pm 
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maybe tomorrow;


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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
"You quoted the whole thing, what a mess."


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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Sat Jan 19, 2019 11:19 am 
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shakotay2 wrote:
maybe tomorrow;

awesome news!


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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Sun Jan 20, 2019 9:22 am 
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about 85 single parts - I'll create a tool for it sooner or later:


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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
"You quoted the whole thing, what a mess."


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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Sun Jan 20, 2019 9:33 am 
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chassis:


some strings:

/specialfx/default_gravel_particle_emitter*
/specialfx/default_tarmac_particle_emitter)
/specialfx/default_grass_particle_emitter'
/specialfx/car/front_waterspray_emitter,
/specialfx/default_tarmac_tiremark_generator+
/specialfx/default_grass_tiremark_generator,
/specialfx/default_gravel_tiremark_generator)
/specialfx/default_wet_tiremark_generator2
/specialfx/default_tarmac_particle_wheel_attractor

front_left, front_right
rear_left, rear_right

/cars/car_models/porsche/porsche_934turborsr/banger_spawnerJ
- /high_detail/rotatable_manager@
- /backfire_controllerC
- /car_effects_controller)

/specialfx/default_gravel_particle_system)
/specialfx/default_tarmac_particle_system
/specialfx/car/debris_system
/specialfx/car/spark_system&
/specialfx/car/front_waterspray_system%
/specialfx/car/rear_waterspray_system(
/specialfx/default_grass_particle_system#
/specialfx/car/exhaust_smoke_system!
/specialfx/car/black_smoke_system!
/specialfx/car/white_smoke_system
/specialfx/car/debris_emitter
/specialfx/car/spark_emitter#
/specialfx/car/exhaust_left_emitter$
/specialfx/car/exhaust_right_emitter)
/specialfx/car/engine_white_smoke_emitter)
/specialfx/car/engine_black_smoke_emitter>
/specialfx/default_tarmac_particle_turbulent_airflow_attractor

/cars/car_models/porsche/porsche_934turborsr/contact_shadow
- /high_detail/one_model
/cars/lod/lod_manager_type1d

engine

exhaust_left, exhaust_right
wiperl_locator, wiperr_locator

/animation/models/drivers/porsche_934turborsr_lp_driver9
/animation/sequencers/drivers/outside_view/default_paddle=
/cars/car_models/porsche/porsche_934turborsr/car_generic_data


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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
"You quoted the whole thing, what a mess."


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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Sun Jan 20, 2019 6:23 pm 
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Brilliant news! Here is other files (interior, skins and template) in .kluns files: https://mega.nz/#!CwVAkaAT!ViGA6SvVhufu ... Twv5Z-akR0


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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Wed Jan 23, 2019 5:06 am 
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some news?


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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Wed Jan 23, 2019 1:21 pm 
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need another kluns sample (I won't download 350 MB for it, sorry)


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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
"You quoted the whole thing, what a mess."


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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Wed Jan 23, 2019 6:28 pm 
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Okay I understood. Other exaples (I uploaded on Mediafire and Mega this same files):
BMW 635:
http://www.mediafire.com/file/w33sazw6a ... 5.rar/file
https://mega.nz/#!PssgQKJR!uWkOyTLhTXRf ... JsEsq4dZ-w
Citroen C-Elysee:
http://www.mediafire.com/file/f1vj8ozv0 ... e.rar/file
https://mega.nz/#!Sw1X2CJS!EPgCz9qOA506 ... V_GwLQrghQ
Porsche 934 (Interior and some skins)
http://www.mediafire.com/file/w2m41f9p3 ... terior.rar
https://mega.nz/#!jwlzCC7b!MHaBf_0PUP-I ... NDqVPfv_VM
http://www.mediafire.com/file/4bjdukr8p ... +skins.rar
https://mega.nz/#!P1l3DCzD!Q7hORrd0lMjb ... 7TQokOa0VY
RUF CTR3:
http://www.mediafire.com/file/1k461939w ... 3.rar/file
https://mega.nz/#!uot10KgS!qHJsxXpLZD7b ... F9K_8h0tdU
Fabcar 935:
http://www.mediafire.com/file/gxyhgn42l ... ar+935.rar
https://mega.nz/#!v1tT0azb!xfu82AQvIS0O ... LuwbeTu8nk


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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Wed Jan 23, 2019 7:51 pm 
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here is bms script to scan and rip the dds files from the *.kluns samples. :D
Code:
# script for QuickBMS http://aluigi.altervista.org/quickbms.htm

get FOLDER basename
math i = 1
findloc OFFSET binary "\x44\x44\x53\x20"
do
    math OFFSET - 4
    goto OFFSET
    get SIZE long
    savepos OFFSET
    string NAME p "%s\%d.dds" FOLDER i
    log NAME OFFSET SIZE
    math i + 1
    math OFFSET + SIZE
    goto OFFSET
    findloc OFFSET binary "\x44\x44\x53\x20" 0 ""
while OFFSET != ""

they are named in the order they are ripped, the names are actually stored
in the kluns files but i have not figured out how to find and link them all together. :(

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Hex2obj
QuickBMS
Asset Studio
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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Wed Jan 23, 2019 8:39 pm 
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Acewell wrote:
here is bms script to scan and rip the dds files from the *.kluns samples. :D
Code:
# script for QuickBMS http://aluigi.altervista.org/quickbms.htm

get FOLDER basename
math i = 1
findloc OFFSET binary "\x44\x44\x53\x20"
do
    math OFFSET - 4
    goto OFFSET
    get SIZE long
    savepos OFFSET
    string NAME p "%s\%d.dds" FOLDER i
    log NAME OFFSET SIZE
    math i + 1
    math OFFSET + SIZE
    goto OFFSET
    findloc OFFSET binary "\x44\x44\x53\x20" 0 ""
while OFFSET != ""

they are named in the order they are ripped, the names are actually stored
in the kluns files but i have not figured out how to find and link them all together. :(


Sorry...work With all file.kluns?


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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Wed Jan 23, 2019 8:51 pm 
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Acewell wrote:
here is bms script to scan and rip the dds files from the *.kluns samples. :D
Code:
# script for QuickBMS http://aluigi.altervista.org/quickbms.htm

get FOLDER basename
math i = 1
findloc OFFSET binary "\x44\x44\x53\x20"
do
    math OFFSET - 4
    goto OFFSET
    get SIZE long
    savepos OFFSET
    string NAME p "%s\%d.dds" FOLDER i
    log NAME OFFSET SIZE
    math i + 1
    math OFFSET + SIZE
    goto OFFSET
    findloc OFFSET binary "\x44\x44\x53\x20" 0 ""
while OFFSET != ""

they are named in the order they are ripped, the names are actually stored
in the kluns files but i have not figured out how to find and link them all together. :(


Ok work...i tested...but 3d model? Sorry for my english :)


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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Wed Jan 23, 2019 8:54 pm 
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here's a poorely tested mesh tool, .public files not supported.
(Driver, steering wheel and driver's seat are mirrored for some unknown reason.)

Enjoy or report bugs, if any:


update:
viewtopic.php?f=16&t=19347&p=147985&hilit=+interiors#p147985


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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
"You quoted the whole thing, what a mess."


Last edited by shakotay2 on Tue Jan 29, 2019 10:04 pm, edited 2 times in total.

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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Wed Jan 23, 2019 9:04 pm 
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shakotay2 wrote:
here's a poorely tested mesh tool, .public files not supported.
(Driver, steering wheel and driver's seat are mirrored for some unknown reason.)

Enjoy or report bugs, if any:


thanks for your work man ;) ...but don t work with biggest file...(600 mb .kluns file don t work)


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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Wed Jan 23, 2019 9:27 pm 
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Franc23 wrote:
...but don t work with biggest file...(600 mb .kluns file don t work)
I won't download such big files, sry, so I can't test them. (Don't be too greedy, hehehe. :D)



btw: I didn't care for the materialnames, there are too many strings to find and check in the .kluns file. I'm too busy with other projects.


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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
"You quoted the whole thing, what a mess."


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