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Search found 51 matches

by blackracer
Thu Dec 28, 2017 4:07 pm
Forum: 3D/2D models
Topic: Initial D Extreme Stage [PS3]
Replies: 23
Views: 7411

Re: Initial D Extreme Stage [PS3]

I guess this is the main body of AE86L. AE86L_Body_genuine_00.efo this is just one of the extracted file for AE86L. https://www.dropbox.com/s/c2o60uko4873epj/AE86L_Body_genuine_00.efo?dl=0 And there's another file called texture.efo, which I believe it combines all parts into a car. https://www.dro...
by blackracer
Tue Dec 26, 2017 3:44 pm
Forum: 3D/2D models
Topic: Initial D Extreme Stage [PS3]
Replies: 23
Views: 7411

Re: Initial D Extreme Stage [PS3]

I was not able to find the offset at the beginning of the file to these blocks, I can not understand where they can be in * .efo ((( you don't need to; just search for 1A 27 04 00 as a signature in the efo file, add 10 bytes to the offset you'll find. Should result in the start of face block size; ...
by blackracer
Thu Nov 09, 2017 10:19 am
Forum: 3D/2D models
Topic: Initial D Extreme Stage [PS3]
Replies: 23
Views: 7411

Re: Initial D Extreme Stage [PS3]

Hi guys, I have not been here for a long time, there was a problem with my hardware iMac )) I tried to write a script on Noesis, and I have some success, but the script contains a lot of mistakes ... This script works with InitialD Extreme Stage/ InitialD Arcade Stage 6AA / InitialD Arcade Stage 7AA...
by blackracer
Mon Apr 03, 2017 3:21 pm
Forum: 3D/2D models
Topic: [Unity]Shutokou Battle Xtreme
Replies: 14
Views: 2434

Re: [Unity]Shutokou Battle Xtreme

The method is 100% working, I checked personally. Upgrade 3ds max to the latest version and download the latest versions of UABE and unity studio.
by blackracer
Mon Apr 03, 2017 1:08 pm
Forum: 3D/2D models
Topic: shutokou battle xtreme model rip.
Replies: 1
Views: 422

Re: shutokou battle xtreme model rip.

Hello, does anyone know how to rip models from it i tried with some programs like assetbundelextractor i open it with unity studio when i try to export 3d object it shows some error i click continue but it doesnt show the model in 3dmax or just crashes it. Hi, please read this: http://forum.xentax....
by blackracer
Fri Mar 17, 2017 10:58 pm
Forum: 3D/2D models
Topic: Import Tuner Challenge [XBOX360]
Replies: 92
Views: 11733

Re: Import Tuner Challenge [XBOX360]

JohnHudeski
The first topic is my way on zenhax we were able to extract files from the archives. Wangan Midnight uses a completely different structure and file formats.

At the moment I'm analyzing structure of the course map.
by blackracer
Fri Mar 17, 2017 3:38 pm
Forum: 3D/2D models
Topic: Import Tuner Challenge [XBOX360]
Replies: 92
Views: 11733

Re: Import Tuner Challenge [XBOX360]

REDZOEU wrote:So far, did you search the texture manually for the models?
Yes, for me it doesn't seem difficult, I rely on models and features of cars, it will not be easy for other users to do, who do not understand car parts and specs.
by blackracer
Fri Mar 17, 2017 9:07 am
Forum: 3D/2D models
Topic: Import Tuner Challenge [XBOX360]
Replies: 92
Views: 11733

Re: Import Tuner Challenge [XBOX360]

Hi guys, I'm a little distracted, I'm here again.
Yes, we can try to make support for tracks, the main problem is how to sort and impose textures... With file names complete chaos.
by blackracer
Mon Mar 13, 2017 9:33 pm
Forum: 3D/2D models
Topic: Import Tuner Challenge [XBOX360]
Replies: 92
Views: 11733

Re: Import Tuner Challenge [XBOX360]

All that is related to cars, wheels, body kits, engines, mufflers and others.
Import of tracks is not supported, it is not needed since it is for WanganMidnight it is made.
We now have a lot of unique tuning parts, and perfect models of cars :mrgreen:
by blackracer
Mon Mar 13, 2017 1:47 pm
Forum: 3D/2D models
Topic: Import Tuner Challenge [XBOX360]
Replies: 92
Views: 11733

Re: Import Tuner Challenge [XBOX360]

I'm almost ready for this :D
by blackracer
Sat Mar 11, 2017 5:37 pm
Forum: 3D/2D models
Topic: Import Tuner Challenge [XBOX360]
Replies: 92
Views: 11733

Re: Import Tuner Challenge [XBOX360]

My first car was the Nissan 180 Kouki and it was I who driving it for the first time on a racing track)) I will try to sort by file names for the defined auto, but it will take a very long time. The initial task is to make a fully functional tool. I have never heard of total commander How do you kno...
by blackracer
Fri Mar 10, 2017 3:23 pm
Forum: 3D/2D models
Topic: Import Tuner Challenge [XBOX360]
Replies: 92
Views: 11733

Re: Import Tuner Challenge [XBOX360]

Textures are determined only by the model of the engine and the car, that is, I look at the model let's say this CA18DET means I need to look for Nissan180sx, in hex I do a search through TotalComander. I find XPR and unpack them. http://i.imgur.com/RoBMY7u.png Unfortunately there are no references ...
by blackracer
Thu Mar 09, 2017 5:01 pm
Forum: 3D/2D models
Topic: Import Tuner Challenge [XBOX360]
Replies: 92
Views: 11733

Re: Import Tuner Challenge [XBOX360]

I'm all looking at the models and I cannot begin to refine tool :D
Models are excellent!!!
by blackracer
Thu Mar 09, 2017 4:53 pm
Forum: 3D/2D models
Topic: Import Tuner Challenge [XBOX360]
Replies: 92
Views: 11733

Re: Import Tuner Challenge [XBOX360]

RB26DETT :keke:

Image
by blackracer
Thu Mar 09, 2017 2:01 pm
Forum: 3D/2D models
Topic: Import Tuner Challenge [XBOX360]
Replies: 92
Views: 11733

Re: Import Tuner Challenge [XBOX360]

Guys, JohnHudeski is very cool, he did it, it works :mrgreen:

ToyotaVitz Traffic Model in 3ds Max:

Image