Important information: this site is currently scheduled to go offline indefinitely by December 1st 2023.
If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe
If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe
Search found 7 matches
- Mon Dec 06, 2021 6:26 pm
- Forum: Game Archive
- Topic: Juiced .dat/Juiced 2 .jfs archives
- Replies: 11
- Views: 4475
Re: Juiced .dat files
Ekey, we would love for you to join us as well. Very interested in the work you've shared. The community has recently been working to build a new modding toolset to work with juiced. Mariokart64's previously mentioned tool has texture conversion mostly functional and another user "N1ghtmare&quo...
- Mon Dec 06, 2021 4:49 pm
- Forum: Game Archive
- Topic: Juiced .dat/Juiced 2 .jfs archives
- Replies: 11
- Views: 4475
Re: Juiced .dat files
We have a method of finding the names via nulling the hash and watching for "file not found" flags using procmon. This can actually be helpful for modding as more can be done if names are known. I have personally logged names for quite a few juiced dats and user mariokart64 has provided us...
- Fri May 07, 2021 4:20 pm
- Forum: 3D/2D models
- Topic: Maxscript help - Juiced (2005) PC Beta Models
- Replies: 2
- Views: 1028
Re: Maxscript help - Juiced (2005) PC Beta Models
Thank you for the clean up, although I haven't tested it yet. I'm sure it was in a bad state as I'm working with limited knowledge of scripting on top of the fact the code is pretty old. I've just noticed the uv data repeat in that sample, it could be that for that sample they didn't bother with ful...
- Mon Dec 07, 2020 1:21 am
- Forum: 3D/2D models
- Topic: Updated MAXScript Juiced (2005)
- Replies: 1
- Views: 711
Re: Updated MAXScript Juiced (2005)
I have found the 4 byte "unknown" section in the vertex data allows deformation, if anyone can help me to implement assigning this value per vertex in the MaxScript it would be much appreciated.
I have a plan for how it should function in ui but not sure how to get there scripting wise.
I have a plan for how it should function in ui but not sure how to get there scripting wise.
- Wed Dec 02, 2020 8:02 pm
- Forum: 3D/2D models
- Topic: Updated MAXScript Juiced (2005)
- Replies: 1
- Views: 711
Updated MAXScript Juiced (2005)
I have picked up development of the Import/Export MAXScript originally made by Martin_SW of r.e.g. forums. I have fixed aftermarket rims/exhausts import and various other cases of models not importing. I've also added writing of shadows/neon data, although for now size of projections will have to be...
- Wed Dec 02, 2020 3:21 pm
- Forum: Game Archive
- Topic: Digital image design/Rage software .xfs
- Replies: 2
- Views: 810
Digital image design/Rage software .xfs
.xfs uses technology developed by Digital image designs and was carried over into Rage software games. Games known, to me, to use this format. E-Racer, Rage Rally, and The cancelled Lamborghini for xbox. (Demo can still be found) all use this .xfs pack format. This is not to be confused with Xenesis...
- Fri Nov 27, 2020 9:03 am
- Forum: 3D/2D models
- Topic: Maxscript help - Juiced (2005) PC Beta Models
- Replies: 2
- Views: 1028
Maxscript help - Juiced (2005) PC Beta Models
I've recently picked up development of some long dead import/export MaxScripts for Juiced for Pc. I've been able to fix a few broken cases of model types just fine, now the script has 99% import compatibility. I've even adapted it to import orig xbox models. But I've run into some very old leftover ...
