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 Post subject: Project Gotham Racing 4 models (.pak_hrd)
PostPosted: Thu Jul 22, 2010 12:21 am 
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Help me convert models from Project Gotham Racing 4 :keke:

Here the sample

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 Post subject: Re: Project Gotham Racing 4 models (.pak_hrd)
PostPosted: Thu Jul 22, 2010 1:35 am 
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this format looks annoying
the file is zlib compressed sections and appears to store information about the extracted files in the original file table.
like the model structure and dds headers.
a custom program would be needed to read these as i do not know how to read zlib easily in max.


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 Post subject: Re: Project Gotham Racing 4 models (.pak_hrd)
PostPosted: Thu Jul 22, 2010 1:42 am 
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chrrox wrote:
this format looks annoying
the file is zlib compressed sections and appears to store information about the extracted files in the original file table.
like the model structure and dds headers.
a custom program would be needed to read these as i do not know how to read zlib easily in max.

Thanks for the info chrrox. So we need someone who can create that custom program, or maybe converter/extractor from pgr4 archives to tga/dds/dae/smd/obj :oops:

Maybe it will be interesting to Ernegien from his topic

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 Post subject: Re: Project Gotham Racing 4 models (.pak_hrd)
PostPosted: Thu Jul 22, 2010 3:16 am 
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could be but forza was not compressed.


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 Post subject: Re: Project Gotham Racing 4 models (.pak_hrd)
PostPosted: Mon Aug 02, 2010 10:59 pm 
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Quote:
Most of the data for the car is in the Peugeot_Flux.pak_hrd file. This file contains mostly compressed data chunks with uncompressed data in between. I use the program "offzip" to decompress the data. The decompressed data contains no headers as the header information was already uncompressed.
The compressed data starting at offset 000947ad is almostly certainly the main model's vertex data, however it does not use standard floating point. The compressed data starting at offset 000cf16d is the face array index, which are tristrips that are reset by the bytes "FF FF". This file references a model containing around 17,000 vertexes. The compressed data starting at 0002b07d contains a dds texture. The smallest compressed chunks contain a model that has 31 vertexes.
Over all there are 118 compressed chunks.

Here FurryFan info about compresing. Some tools ofzip can uncompress and then we need a smart guy/girl who can easy make a convertor importer or something.


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 Post subject: Re: Project Gotham Racing 4 models (.pak_hrd)
PostPosted: Sat Jun 04, 2016 4:37 pm 
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Instead of creating a new topic I'll just bump this one.
Found this, have a nice read!
http://www.bit-tech.net/news/gaming/200 ... ount_lie/1
Very interesting, I've expected a much lower polycount to be honest.
It's definitely pretty impressive for a 2005 game.


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 Post subject: Re: Project Gotham Racing 4 models (.pak_hrd)
PostPosted: Wed Dec 21, 2016 6:52 pm 
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Guys, I have been opened new thread to discuss about .STREAM2, .PAK and .BPR inside game "Area" folder... I want to rip textures inside .STREAM2 file, since it's very big size, I just want to rip the textures inside it... Maybe anyone can help me please ?

Visit the thread at : http://forum.xentax.com/viewtopic.php?f=18&t=15625

Thank you


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 Post subject: Re: Project Gotham Racing 4 models (.pak_hrd)
PostPosted: Sun Sep 03, 2017 1:29 pm 
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well, then, seems this thread was the beginning of "all", so let's continue here.

wheel model from "offzipped" .dat:
(end of FI's block is a little bit hard to track; uvs are looking weird)

going to become tedious:
Image


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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: Project Gotham Racing 4 models (.pak_hrd)
PostPosted: Wed Sep 06, 2017 7:47 pm 
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wow, this's the progress, man! :mrgreen:

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 Post subject: Re: Project Gotham Racing 4 models (.pak_hrd)
PostPosted: Wed Sep 13, 2017 6:31 am 
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Tagging because it's important ! = D

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 Post subject: Re: Project Gotham Racing 4 models (.pak_hrd)
PostPosted: Thu Sep 14, 2017 1:00 am 
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Can one of you re-upload the original files?


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