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 Post subject: Burnout 3 .BGV format
PostPosted: Mon Oct 31, 2016 12:52 am 
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Dear forums,

I know that a quick BMS script was written for this game sometime ago but it cannot completely decode the vehicles of this marvelous game. Bellow is a sample file for one of the cars. what is know is that some of the vertex data is in the .BGV file but what comes out of the extraction is missing a lot that should come with a full decoding. thank you for your time.

https://www.mediafire.com/?10h6xbl7ejzp3re


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 Post subject: Re: Burnout 3 .BGV format
PostPosted: Thu Nov 03, 2016 2:14 pm 
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not sure which bms script you're talking about, maybe Burnout3BGVto3ds.bms

So there were times when I struggled with funny scripts containg things like
"foxcount, fivfiv, werefox, fafterafter, Snake, Dragon" but now I'm too old for wasting my time with such. :D

Quickest approach I could think of would be to convert the 3ds file to obj, with groups.

Dividing it into submeshes with 750 faces each gives such:


Maybe not the best solution but since I didn't find uvs in the 3ds file (no serious search, though)
it may not be worth to take pains.


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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: Burnout 3 .BGV format
PostPosted: Thu Nov 03, 2016 2:40 pm 
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shakotay2 wrote:
not sure which bms script you're talking about, maybe Burnout3BGVto3ds.bms

So there were times when I struggled with funny scripts containg things like
"foxcount, fivfiv, werefox, fafterafter, Snake, Dragon" but now I'm too old for wasting my time with such. :D

Quickest approach I could think of would be to convert the 3ds file to obj, with groups.

Dividing it into submeshes with 750 faces each gives such:


Maybe not the best solution but since I didn't find uvs in the 3ds file (no serious search, though)
it may not be worth to take pains.


hmmm interesting and yeah I that is the script I was using with my son (we are both hugh burnout fans) I'll take your advice to heart and he and I shall continue working with what we can get. I thank you for taking the time to check it out. it's much appreciated.


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 Post subject: Re: Burnout 3 .BGV format
PostPosted: Thu Nov 03, 2016 4:34 pm 
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to find the start addresses of the submeshes you might try out hex2obj
(pay attention to the 2 in the red circle which simply means that two zero bytes in the face indices list are being skipped for each 3-index-face)

The white arrow points to the assumed 2nd submesh (SM). I didn't care for it.

To find the 3rd submesh you need to calculated as this:
next face indices address: 0x2247C + (1500 x 3 x 4) = 0x2247C + 0x4650 = 0x26ACC (parenthesis values are decimal)
which reveals a vertex count of 2322.

Effectively 357 vertices are being displayed (since we don't start from FI=1 but 1966).

You can increase the FIs' count of the 3rd SM to 2500 and watch whether the chassis SM "improves" or another submesh "floats in".

btw: I did a typo, it's 1500 x 2 x 4 (because we have word indices) so you have to recalculate the FIs' start address for the 3rd submesh


btw: the script is very similar to WildArms3eememoryto3ds.BMS so it should be possible to get uvs, too
(the latter script didn't provide uvs by default, though, iirc).


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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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