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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Sat Jan 26, 2019 9:14 am 
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I've updated the zip in the post as of Wed Jan 23, 2019 8:54 pm
@portoalto: thanks for reporting; some uvs for the cockpit are missing; need to care for it when I have more time

triebie wrote:
one thing though:
the UV mapping has to be restored manually
What is the problem exactly? Concerning mirrored uvs: I usually don't touch them.
There might be some scaling required for the tx coords of some submeshes, but it's always annoying to find them in data, if any.
Quote:
and some parts of the cockpits are distorted
and the UV mapping is broken.
If you uploaded a sample with that error I could have a look at, but not too soon. :)

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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
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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Sat Jan 26, 2019 12:01 pm 
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I downloaded the version you posted on the 23rd and the errors disappeared.

Take your time.
Before you did this tool we had nothing of this game, now we have something.

Thank you


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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Sat Jan 26, 2019 3:04 pm 
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@Shakotay2

sorry, my fault, it´s not the UV mapping.
only some cockpit parts are distorted(see photo)

Image

what i mean is, that all faces are are shown up.
If you use some cube shaders, you have to manually adjust the lightnig angle to see the shaders correctly.
i will post some photos later to show it.


Last edited by triebie on Sat Jan 26, 2019 4:51 pm, edited 1 time in total.

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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Sat Jan 26, 2019 4:02 pm 
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But UV mapper is destroyed in Porsche 934 interior. Check the seat. It is line.


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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Sat Jan 26, 2019 5:19 pm 
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yep, there's different FVFsizes, from 8 to 32 (n x 8 ), 48, 56 and 60 bytes
and for sake of simplicity I used 20 as an uv offset only (very ugly!)

But there's another caveat of different uv formats.

This is a workaround for uvs of interiors, submeshes with an FVFsize of 16 or 60 bytes:

(2nd exe fixes submeshes of Ferrari P4_5 Competizione, some uvs still broken)

Porsche 935, interior, steeringwheel uvs still broken (FVFsize=8)


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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 Thu Jan 31, 2019 9:46 pm, edited 2 times in total.

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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Sat Jan 26, 2019 7:16 pm 
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that did the trick, perfect !!!!
THX a ton!

Image


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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Wed Jan 30, 2019 4:51 pm 
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I found bug. When I tried open kluns of P4/5 I saw this message: https://imgur.com/qqy0ljT When I click "ok", Make_obj has been stoped. This is kluns files of P4/5: http://www.mediafire.com/file/0643ip52d ... izione.rar


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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Wed Jan 30, 2019 10:25 pm 
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yeah, after submesh 26 the trouble begins :cry:


This will take some time to fix.

I don't have a clue how to detect the issue automatically.

edit: Ferrari P4_5 submeshes fixed: viewtopic.php?f=16&t=19347&p=147985&hilit=+ferrari#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."


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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Fri Feb 01, 2019 1:46 am 
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just to give another quick feedback.
all the cars i extracted are working perfectly!
one small bug though, the uv mapping of the lightglow meshes are distorted like the cockpit i posted earlier above.

and one question from my side:
are you further working on optimizing that tool?
it would be great to be able to rip the tracks as well, but that only makes sense if you can assign the materials and textures accordingly.

anyway, thanks again for this great little tool!


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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Fri Feb 01, 2019 10:15 am 
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triebie wrote:
all the cars i extracted are working perfectly!
thanks! Good to hear. :)
Quote:
one small bug though, the uv mapping of the lightglow meshes are distorted like the cockpit i posted earlier above.
Which car, which submesh (SM_xx)?
(For meshes with an FVFsize of 8 or 12 didn't find the uv data so far.)

Quote:
are you further working on optimizing that tool?
I'll try to fix severe bugs if any.

Quote:
it would be great to be able to rip the tracks as well,
Seems tracks are too big to download for me. But maybe you could cut of the first block of about 50 MB and upload it?

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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 Feb 02, 2019 8:33 am 
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https://www.dropbox.com/s/7awzizy7n20dp ... 78.7z?dl=0
here you have a sample from the TCR car Peufeot 308.
but it is the same for every other car.
those meshes should have the lights texture uv mapped for getting the lightglows.

about the tracks, sorry, don´t know how to cut a track into pieces and/or using a hex editor??


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 Post subject: Re: RaceRoom Racing Experience .kluns
PostPosted: Sat Feb 02, 2019 11:35 am 
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triebie wrote:
those meshes should have the lights texture uv mapped for getting the lightglows.
yeah, but I don't know how to solve it atm:


Quote:
about the tracks, sorry, don´t know how to cut a track into pieces and/or using a hex editor??
It's simple: use a hexeditor, HxD for example, load the file, edit
select block
copy

File new
edit, paste write
then File save

or look here: viewtopic.php?f=16&t=19347&p=147857&hilit=+block#p147857
(ignore the "try to load it into make_obj")


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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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