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Search found 428 matches

by mono24
Sun Apr 10, 2016 3:58 am
Forum: 3D/2D models
Topic: NFS 16
Replies: 139
Views: 24328

Re: NFS 16

Hmm, strangely, that texconv.exe got out only the .dds, and no .png. And also thank you for the handy tool, I appreciate it very much. Ok, ignore that. Try this one. Texconv included: http://www.mediafire.com/download/h66ogoqbs1pdxtz/nfs_converter.zip Yet this texconv.exe you posted here AceWell, wo...
by mono24
Sun Apr 10, 2016 2:29 am
Forum: 3D/2D models
Topic: NFS 16
Replies: 139
Views: 24328

Re: NFS 16

Anyone like to try out this NFS texture converter? This file is required: https://directxtex.codeplex.com/wikipage?title=Texconv I couldn't include texconv.exe here, as the attachment was too big. Just copy texconv.exe to the same directory as nfs_converter.exe. nfs_converter.zip Sure, id love to g...
by mono24
Fri Apr 08, 2016 10:45 pm
Forum: 3D/2D models
Topic: NFS 16
Replies: 139
Views: 24328

Re: NFS 16

zimex25 wrote:thx but i think ninja ripper is work for new nfs?
it does not extract textures intact though, they are extracted with shaders on it.
by mono24
Fri Apr 08, 2016 4:49 pm
Forum: 3D/2D models
Topic: NFS 16
Replies: 139
Views: 24328

Re: NFS 16

wait at moment because i'm lost xD I have folders res bundels etc. but textures have stupid name example car_porsche_991gt3_2015_caliperbadge_d 43c1b66ecf57d635 0b000000010000000000000000000000.unknownres 6bde20ba but how convert to .itexture second problem I used Bf3_MeshFile_Type_Reader to conver...
by mono24
Fri Apr 08, 2016 4:43 pm
Forum: 3D/2D models
Topic: NFS 16
Replies: 139
Views: 24328

Re: NFS 16

Mine had almost the same format in .xml, except that the car like Bugatti is from the game NeedForSpeed Rivals, and there is only one mesh for it, no other customizable parts to chase them around, like disk brakes tire, etc etc, and that's what made it easier to work with, While on the other hand wi...
by mono24
Fri Apr 08, 2016 5:45 am
Forum: 3D/2D models
Topic: NFS 16
Replies: 139
Views: 24328

Re: NFS 16

What I'm saying is that I can include a transform for a entire file. A mesh like car_bmw_m3e46_2003_wheelfl_seta_generic_mesh.mesh has two or more parts. They all import at the origin. Adding a <trans> transform will translate the entire file. This way, I don't need to know what this mesh is. All p...
by mono24
Thu Apr 07, 2016 11:38 pm
Forum: 3D/2D models
Topic: NFS 16
Replies: 139
Views: 24328

Re: NFS 16

There is a last resort option. Someone would need to create a database of all wheel transforms, either by hand or script. Preferably in XML format. And this single master script file could be loaded by the plugin. It would look like this: <car_bugatti_veyronsupersport_2012_mesh.mesh> <part>M_Tire_H...
by mono24
Thu Apr 07, 2016 6:12 am
Forum: 3D/2D models
Topic: NFS 16
Replies: 139
Views: 24328

Re: NFS 16

Well, it's not that simple. I need to know first how to assign the ebx info to the mesh data. I need something that tells me this wheel info belongs to a specific mesh part, as the mesh file contains multiple mesh parts. The ebx transform belongs to "RaceWheelComponentData". There's nothing like th...
by mono24
Thu Apr 07, 2016 12:33 am
Forum: 3D/2D models
Topic: NFS 16
Replies: 139
Views: 24328

Re: NFS 16

I wrote a texture converter tool for my own testing purposes, but it needs to be cleaned up before I can release it. It may not be the fastest or do batches. It relies on texconv.exe (DirectX 11 Texture Converter (DirectXTex version)) to convert DX11 DDS textures to PNG. So, you should have at leas...
by mono24
Wed Apr 06, 2016 4:56 am
Forum: 3D/2D models
Topic: NFS 16
Replies: 139
Views: 24328

Re: NFS 16

btw, .DxTexture files are slightly different than .Texture files. It's basically the same format, except everything has been shifted over by 4 bytes. They are an older version, so you can't just rename them to .Texture. Tools will read in wrong. Yes I tried renaming them and they end up messy, but ...
by mono24
Wed Apr 06, 2016 4:54 am
Forum: 3D/2D models
Topic: NFS 16
Replies: 139
Views: 24328

Re: NFS 16

Got it. Plugin should be updated. Wheels are not transformed. Transforms should be found the ebx file. btw, don't let your script or any tools rename your mesh chunks or texture chunks. These chunks should have a 32-bit SHA1 hash name. If they get renamed, then the SWBF plugin won't be able to find...
by mono24
Wed Apr 06, 2016 1:08 am
Forum: 3D/2D models
Topic: NFS 16
Replies: 139
Views: 24328

Re: NFS 16

Wobble wrote: I would need to see a .meshSet/.chunk pair to test it here.
Sample sent, please check your PM.

Thank you.
by mono24
Tue Apr 05, 2016 10:08 pm
Forum: 3D/2D models
Topic: NFS 16
Replies: 139
Views: 24328

Re: NFS 16

The SWBF 2015 plugin only imports .meshSet files. Within this mesh file, there is no direct reference to the .Texture, so it won't be able to load any of them. Meshes and textures are just smaller components of a bigger framework. A proper loader needs to process the EBX file instead. This is the m...
by mono24
Tue Apr 05, 2016 6:50 pm
Forum: 3D/2D models
Topic: NFS 16
Replies: 139
Views: 24328

Re: NFS 16

If the old script works, then use it. Just copy the entire resTypes array from the new script to the old script. It has a much better list. Indeed it worked like that as well, also other than given proper/new names as specified by the resType, nothing else was changed, the extracted files pretty mu...
by mono24
Tue Apr 05, 2016 5:04 pm
Forum: Game Archive
Topic: Need For Speed: The Run [.SB & .TOC]
Replies: 105
Views: 38125

Re: Need For Speed: The Run [.SB & .TOC]

Was wondering. Now that there is so much known information about this format. Is it possible for the python script to be modified in such way like newer games, but with out the cas.cat file? Because I have tried modifying a battlefront script and no matter what it will ask for those cat files, and e...