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 Post subject: NFS No Limits
PostPosted: Wed Jan 07, 2015 2:12 pm 
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Hello there! :)
NFS no limits was released not long ago for IOS and I already have downloaded all the files.
Can you help me to get the stuff out?

The models are in .M3G format,which looks kinda like Real Racing 3 (EA title too) and the textures have .SBA expansion
*By the way,some textures can be opened in Dragon Unpacker 5 and they are PNG's*
The game has some awesome cars with extreme tuning parts,so it would be awesome to get acsess to them :)
Also,the game uses "ISIS" engine

Here are the example files :wink:

http://www.mediafire.com/download/8baki ... LIMITS.rar


Image
Image

The year was 2015,we were using 256x256 textures
Image

Image
Image Image


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 Post subject: Re: NFS No Limits
PostPosted: Wed Jan 07, 2015 3:19 pm 
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I looked into it last night. Files are gzipped with what looks like a small custom header.

I didn't know Real Racing uses m3g as well, maybe it's the same format.

EDIT: I checked, it's not the same.
Real Racing 3 uses the old Java Mobile 3D Graphics API version 1, a format which is well known and documented.
No Limits uses either a custom derivative of the format, or the API version 2, of which I couldn't find any format specifications. It's also listed as "Dormant" on the Java website.

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 Post subject: Re: NFS No Limits
PostPosted: Wed Jan 07, 2015 3:29 pm 
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Chipicao wrote:
I looked into it last night. Files are gzipped with what looks like a small custom header.

I didn't know Real Racing uses m3g as well, maybe it's the same format.

EDIT: I checked, it's not the same.
Real Racing 3 uses the old Java Mobile 3D Graphics API version 1, a format which is well known and documented.
No Limits uses either a custom derivative of the format, or the API version 2, of which I couldn't find any format specifications. It's also listed as "Dormant" on the Java website.


Hmmm,I thought it will be the same,because games were made by the same studio :)
So,any chance we can get the models?


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 Post subject: Re: NFS No Limits
PostPosted: Wed Jan 07, 2015 3:49 pm 
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I only looked at it briefly, so "don't quote me on that" as they say :)

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 Post subject: Re: NFS No Limits
PostPosted: Wed Jan 07, 2015 4:08 pm 
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I was wondering to see some skins,like legendary "M3" skin,but I found a new folder with textures,in .SBA format
They are duplicates of others,but can't be opened in Dragon Unpacker 5

Strange,but i still can't find skins


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 Post subject: Re: NFS No Limits
PostPosted: Wed Jan 07, 2015 7:04 pm 
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Folder "published.texture_pvrtc" holds texture files,which can't be opened with Dragon Unpacker 5,and they seem to be the main game textures.


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 Post subject: Re: NFS No Limits
PostPosted: Wed Jan 07, 2015 10:55 pm 
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Ferrari formula 1 wrote:
So,any chance we can get the models?
point clouds ok, some trouble with faces (tristrips looking even worse):


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extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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 Post subject: Re: NFS No Limits
PostPosted: Wed Jan 07, 2015 11:48 pm 
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Faces are fine, at least for cars
Image

@Ferrari there are also some textures embedded in m3g files.

To be continued tomorrow, good night!

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 Post subject: Re: NFS No Limits
PostPosted: Thu Jan 08, 2015 2:00 am 
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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: NFS No Limits
PostPosted: Thu Jan 08, 2015 12:03 pm 
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Great work! Keep It up! 8D

After analyzing some screenshots,I'm sure that cars have LOD's

In garage you can see the most detailed LOD 0 and In race,I beleive,LOD 1,because screenshots show me different details and every car in the game has separate LOD 0 model


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 Post subject: Re: NFS No Limits
PostPosted: Thu Jan 08, 2015 8:02 pm 
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oh, yeah, what a bunch of submeshes.
Don't have the time to sort that out...


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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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 Post subject: Re: NFS No Limits
PostPosted: Thu Jan 08, 2015 8:24 pm 
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This is epic! 8D

As I can see,the car is split in dozen parts,and @Chipicao has automatized the import process(?)
So,I don't know how this stuff works,but is there a way to automaticaly place parts at their positions?
(Or should we do this by hands?)

And if I'm right,the only thing missing now is UV's and normals? [roll]

Would be amazing if you can find time and make a script\tool foor theese beautiful cars :)


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 Post subject: Re: NFS No Limits
PostPosted: Thu Jan 08, 2015 9:39 pm 
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Everything is fine once you use the correct vertex bias and scale:
Image
Assigning groups will probably put everything together even better.

UVs and normals are not missing, they are there and will be correctly loaded when everything else is ready. This is what's called a testing stage, you can;t expect to have everything in one go.

Because of required decompression (and other small things I've considered) I will not be making a MAXscript, but a FBX converter instead, similar to what I've done for Asphalt 8.

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 Post subject: Re: NFS No Limits
PostPosted: Fri Jan 09, 2015 2:59 pm 
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@Chipicao This is amazing Image
Great news! 8D
Converter is a perfect type of tool :wink:
Your asphalt 8 cobverter is awesome too :)
So much body kits :D
And what about lod's then? Although it is not so important,if it tooks the highest one :)


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 Post subject: Re: NFS No Limits
PostPosted: Fri Jan 09, 2015 10:51 pm 
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Yes, all LODs and all body kits will be imported with full hierarchy:
Image

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