Search found 605 matches
- Fri Apr 08, 2016 4:49 pm
- Forum: 3D/2D models
- Topic: NFS 16
- Replies: 139
- Views: 35320
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...
- Fri Apr 08, 2016 4:43 pm
- Forum: 3D/2D models
- Topic: NFS 16
- Replies: 139
- Views: 35320
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...
- Fri Apr 08, 2016 5:45 am
- Forum: 3D/2D models
- Topic: NFS 16
- Replies: 139
- Views: 35320
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...
- Thu Apr 07, 2016 11:38 pm
- Forum: 3D/2D models
- Topic: NFS 16
- Replies: 139
- Views: 35320
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...
- Thu Apr 07, 2016 6:12 am
- Forum: 3D/2D models
- Topic: NFS 16
- Replies: 139
- Views: 35320
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...
- Thu Apr 07, 2016 12:33 am
- Forum: 3D/2D models
- Topic: NFS 16
- Replies: 139
- Views: 35320
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...
- Wed Apr 06, 2016 4:56 am
- Forum: 3D/2D models
- Topic: NFS 16
- Replies: 139
- Views: 35320
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 ...
- Wed Apr 06, 2016 4:54 am
- Forum: 3D/2D models
- Topic: NFS 16
- Replies: 139
- Views: 35320
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...
- Wed Apr 06, 2016 1:08 am
- Forum: 3D/2D models
- Topic: NFS 16
- Replies: 139
- Views: 35320
Re: NFS 16
Sample sent, please check your PM.Wobble wrote: I would need to see a .meshSet/.chunk pair to test it here.
Thank you.
- Tue Apr 05, 2016 10:08 pm
- Forum: 3D/2D models
- Topic: NFS 16
- Replies: 139
- Views: 35320
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...
- Tue Apr 05, 2016 6:50 pm
- Forum: 3D/2D models
- Topic: NFS 16
- Replies: 139
- Views: 35320
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...
- Tue Apr 05, 2016 5:04 pm
- Forum: Game Archive
- Topic: Need For Speed: The Run [.SB & .TOC]
- Replies: 106
- Views: 49260
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...
- Tue Apr 05, 2016 3:09 am
- Forum: 3D/2D models
- Topic: NFS 16
- Replies: 139
- Views: 35320
Re: NFS 16
Ah, no wonder why. Those are old scripts. You should have this listed as a resType: 0x6BDE20BA:".Texture", Try these scripts: SWBF_Extraction.rar http://forum.xentax.com/viewtopic.php?f=10&t=13702 btw, you are correct, those are .Texture files. You can rename all of them to .Texture, but, you still...
- Mon Apr 04, 2016 10:27 pm
- Forum: 3D/2D models
- Topic: NFS 16
- Replies: 139
- Views: 35320
Re: NFS 16
Extracted with what script? All of your .dds files are corrupt. They have no header, so nothing will open them. That header info should be found in .Texture or .iTexture files, but you didn't seem to include them. I used the following script I found in the forum, to dump the whole data from the gam...
- Mon Apr 04, 2016 8:31 am
- Forum: 3D/2D models
- Topic: NFS 16
- Replies: 139
- Views: 35320
Re: NFS 16
What textures? You haven't posted any of those. To get textures, I think this info is stored in ebx files. It's a bit of pain to get. Search for something called Batch Itexture Converter. I think it handles iTextures. Converts them all to dds. Textures are extracted now, hoping are the right ones, ...
