darkvaytor wrote: ↑Tue Dec 22, 2020 8:25 pm
Ness wrote: ↑Sat Dec 05, 2020 12:04 am
Nvm i got some news!
San Diego WIP!
And the Nissan Skyline too!
Here another one using solid materials as in none but a general view of the model
As for how i got these, is a Burnout 3 and revenge situation of ripping, what do i mean? Well, xbox og version, Model researcher and some Hex knowledge!, is quite hard to understand but it took me a while to figure out, also cuz a friend called Xenn helped me in this, without that guy i wouldn't be here with San Diego and other cars that i have in my list to do but not done yet
Which file(s) and what parameters in modelResearcher did you use to get the model for the skyline? I want to extract some other cars, if it worked for the skyline then something similar may work for all the other vehicle models.
as for yer question, is kinda hard to say, but what the friend that told me about it that is called Xenn,showed me that is was like this, and there's a lot to cover!
aside of Model Researcher you will want things like TextureFinder too for the textures in here, which, MC3 only uses like the Misc and some other extra materials around
and i will say, get a program like HxD or any hex viewer so you can search nodes and other things
every car will have this thing Called Shell as their base, if they have _h is cuz that means the highest LOD, and if you search that shell node again you will get the same thing some offsets later but with _m, that being the medium LOD, which you will go with the h LOD instead, note that those CD CD CD CD are important to remember cuz, after that row, the next offset down it? is where the vertices begin
See the last CD CD? after that last CD CD you get the vertices start, as for uvs you always add a +14, so the offset of vertices of 0x174210 becomes 0x174224
The Padding in UVs are 20, vertices is always 16, note that, to know when you reached the last vertex you will see and spot a dot in the middle of the viewer, which, that means ya reached the limit!, so if i put 2003 count in the vertices a dot will be shown in the center, and after that you gotta -1 that and make it 2002, same with uvs
as for faces?
Here, they are after some rows of code ahead, you might get MR just throwing errors but, is just a keep adding up a number till it shows up and works, in other words if you are at 0x181d10 then the last one alongside the 0 make it higher till it gets the correct start of the faces, this time being 0x181db0
First model being the base of the headlights!
here uvs!, note that for me is flipped so when it exports it will look like that in blender, autodesk, or any 3d program of yer choice
it should look like this, oh! also as for textures those are actually upside down too which, you can fix em with just flipping em vertically to make em look fine again, another thing being is... there is no clear way of how this game stops loading certain model to load other, what i mean is, next you will get is the headlights itself but, another part, in other words, they are separated in the set in materials so, every split you see? is a new set of the model being loaded in, so the headlights stopped at 280 count of faces, and if i make it up to 281
you will get a stretched uv, that means, a new set of polys are loading with their own material set there, and that means, next set that you get? is the new offset, so that will be 0x181fe0, remember, use this properly and take this as a type of how to do it
that's all i will say in this for now, if you want dm me and i tell you in somewhere like discord the whole process, imma leave some extra notes about the cars here now too which are, indentifying things like, bumpers, skirts, tailights, spoilers, hoods, etc
tk_tk_lod_tk_h = Trunk
tk_tk_lod_tk_h_h_decal_tk = Trunk badge (For things like the DUB logo you can buy in the game)
tk_splr_splr_stk_sky02_splr_stk_sky02 = Spoiler (depending of the car file you choose you will get a different name, like if it was idk the eclipse, instead of sky02 you would see something like splr_stk_eclipse)
Speaking of spoilers, after that, you will get a row of new spoilers, those being the custom spoilers you can buy in the game, and after you get the last spoiler ripped, you will get hoods, and so on
hd_hd_stk_sky02_hd = Hood
ss_ss_stk_sky02_ss_stk_sky02 = Skirts
bumf_bumf_stk_sky02_bumf_stk_sky02 = Front Bumper
bumr_bumr_stk_sky02_bumr = Rear Bumper
tl_tl_stk_sky02_tl_stk_sky02 = Tailights
lodgroup_hlod_hl_glass = Headlight Glass
lodgroup_hlod_windows = Windows
lodgroup_hlod_interior = The interior of the car
lodgroup_hlod_decals = Decals of the car
Note that, the sky02 is just the node and main name of what car is in the file, other cars will change that ofc
another note, things like, exhausts, rims, brakes, and more are in other files that do the same things to rip em, but they kinda use different paddings, again, possible to rip but it can be confusing