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- Thu Dec 28, 2017 4:07 pm
- Forum: 3D/2D models
- Topic: Initial D Extreme Stage [PS3]
- Replies: 33
- Views: 13370
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...
- Tue Dec 26, 2017 3:44 pm
- Forum: 3D/2D models
- Topic: Initial D Extreme Stage [PS3]
- Replies: 33
- Views: 13370
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; ...
- Thu Nov 09, 2017 10:19 am
- Forum: 3D/2D models
- Topic: Initial D Extreme Stage [PS3]
- Replies: 33
- Views: 13370
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...
- Mon Apr 03, 2017 3:21 pm
- Forum: 3D/2D models
- Topic: [Unity]Shutokou Battle Xtreme
- Replies: 15
- Views: 3698
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.
- Mon Apr 03, 2017 1:08 pm
- Forum: 3D/2D models
- Topic: shutokou battle xtreme model rip.
- Replies: 1
- Views: 637
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....
- Fri Mar 17, 2017 10:58 pm
- Forum: 3D/2D models
- Topic: Import Tuner Challenge [XBOX360]
- Replies: 98
- Views: 22186
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.
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.
- Fri Mar 17, 2017 3:38 pm
- Forum: 3D/2D models
- Topic: Import Tuner Challenge [XBOX360]
- Replies: 98
- Views: 22186
Re: Import Tuner Challenge [XBOX360]
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.REDZOEU wrote:So far, did you search the texture manually for the models?
- Fri Mar 17, 2017 9:07 am
- Forum: 3D/2D models
- Topic: Import Tuner Challenge [XBOX360]
- Replies: 98
- Views: 22186
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.
Yes, we can try to make support for tracks, the main problem is how to sort and impose textures... With file names complete chaos.
- Mon Mar 13, 2017 9:33 pm
- Forum: 3D/2D models
- Topic: Import Tuner Challenge [XBOX360]
- Replies: 98
- Views: 22186
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
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

- Mon Mar 13, 2017 1:47 pm
- Forum: 3D/2D models
- Topic: Import Tuner Challenge [XBOX360]
- Replies: 98
- Views: 22186
Re: Import Tuner Challenge [XBOX360]
I'm almost ready for this 

- Sat Mar 11, 2017 5:37 pm
- Forum: 3D/2D models
- Topic: Import Tuner Challenge [XBOX360]
- Replies: 98
- Views: 22186
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...
- Fri Mar 10, 2017 3:23 pm
- Forum: 3D/2D models
- Topic: Import Tuner Challenge [XBOX360]
- Replies: 98
- Views: 22186
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 ...
- Thu Mar 09, 2017 5:01 pm
- Forum: 3D/2D models
- Topic: Import Tuner Challenge [XBOX360]
- Replies: 98
- Views: 22186
Re: Import Tuner Challenge [XBOX360]
I'm all looking at the models and I cannot begin to refine tool
Models are excellent!!!

Models are excellent!!!
- Thu Mar 09, 2017 4:53 pm
- Forum: 3D/2D models
- Topic: Import Tuner Challenge [XBOX360]
- Replies: 98
- Views: 22186
Re: Import Tuner Challenge [XBOX360]
RB26DETT



- Thu Mar 09, 2017 2:01 pm
- Forum: 3D/2D models
- Topic: Import Tuner Challenge [XBOX360]
- Replies: 98
- Views: 22186
Re: Import Tuner Challenge [XBOX360]
Guys, JohnHudeski is very cool, he did it, it works
ToyotaVitz Traffic Model in 3ds Max:


ToyotaVitz Traffic Model in 3ds Max:
