to be honest at some point i kinda wanted to release the stuff more or less, though I don't want to be in any spotlight, so for now ill do the following... the link below will work only for 1 week, aka till 8 may 2021, there will be the tracks and the textures, it needs fixing so much fun fixing wha...
well I reached this far after deep browsing just to get my hands on the maps of TXR3, especially Osaka, I'm also familiar with scripts and codes so it wouldn't be that hard for me to figure it out, and to what I see here it looks like it might take a while to process. but yeah I'm still interested ...
I was wondering, is it possible to rip off the game maps of txr3 or txrd2? I tried the shift + F8 method while using PCSX2 v0.9.8, and then imported the .obj files in 3ds max, but the meshes were distorted and it's all stretched, even with the PCSX2modelconverter, it's still stretched and some of t...
there are no tools, its not a tool, just a script for a program called "model researcher pro"; and no i don't have any intention of publicly releasing it, not right now, even if i released the code to unpack, its buggy and the meshes are in binary(the faces/materials problem i have not solved)
Hello there, sorry to bump this thread that is more than 10 years old, although it might not be much help now, it would be interesting for people to know if they want to handle some tips: .hdr models use zlib comp (78 DA); there are uncompressed headers before each compressed file(for textures it co...
Sorry for bumping this post back again, just in case anyone needs some information and wants to do further research, the adapted script from aluigi to open the JCA files doesnt work, the cfx files are either wrong ones or just encrypted as he stated in zenhax, though there is some hope, in fact, fil...
you can unpack them with XTD editor for rockstargames(Red dead and so on), it will say RSC files though, those should be the same format, once you unpack them you get the raw information, though, there is little to not much support on specific tools for unpacking, and highly doubt anyone will be tak...
sooooo, no feedback regarding faces, after testing many things i really dont want to keep trying without any leads, and i dont seem to find a way to debug the actual assembly code when emulating, so for now ill just leave this to the side, the cars from txrd2 can be extracted through Kaido battle 2(...
mmmm no repplies yet, ill post an update that could be helpfull, after some testing, i did find at least something interesting, what i though that are the uvs, might also have information regarding facing, it helps me clean the mesh a little bit, but not so much, im not quite sure if im missing some...
Hello there, i'd like to have some help figuring out the face format of these 2 games, the car models are kinda weird, first of all, the files use a buffer of vertex data, mostly 50 vertexes at a time, inside there are the vertexes in 3 Float(little endian) form, afterwards the uvs in 2Short, then t...
the files have the X coordinate obfuscated, easy fix is to get those from the ram when opening the game, the virtualization will unpack that in the ram, you just need to search for the coordinates that are not obfuscated and youll find the missing vertex coordinate
Hi there, i have been trying to unpack the files of a Wii game called "dekotora matsuri", problem is that i haven been able to find any decompression method that works with it, from the xentax discord i head that it looked like some kind of LZ compression method, though none of the ones i have tried...
Not sure why none of these persons have tried this, but pcars 2 does unpack the vertex coordinates in ram when you are displaying said file on screen, a simple copy paste on the files does fix the obscure X coordinate, maybe that way people can figure out the Algorithm...