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Real Racing 3 (Android)

Post questions about game models here, or help out others!
huckleberrypie
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Re: Real Racing 3 (Android)

Post by huckleberrypie » Fri Feb 21, 2014 2:03 am

Chipicao wrote:
huckleberrypie wrote:EDIT: Oh, and what about PowerVR/Adreno textures for Snapdragon and/or iOS users?
Use PVRTexTool: http://www.imgtec.com/powervr/insider/p ... extool.asp

It comes with a tool to view and convert pvr textures, as well as plugins for explorer, 3ds max, and photoshop.
Noted. Oh, and has anyone tried converting the first-person viewmodels (i.e. HQ car interiors) too?

barti
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Re: Real Racing 3 (Android)

Post by barti » Fri Feb 21, 2014 3:57 pm

Yes I've tried importing the HQ meshes as well, they import fine but the steering wheel's position is always 0,0,0. I think that's because the game calculates the steering wheel's position on the fly.

TomWin
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Re: Real Racing 3 (Android)

Post by TomWin » Sun Mar 02, 2014 10:01 pm

any idea where to find texture names used for interiors? Material name doesnt help too much is just Vehicle Interior_mm_mat01, Vehicle Interior_mm_mat02, Vehicle Interior_mm_mat03, ...etc

barti
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Re: Real Racing 3 (Android)

Post by barti » Mon Mar 03, 2014 4:55 pm

TomWin wrote:any idea where to find texture names used for interiors? Material name doesnt help too much is just Vehicle Interior_mm_mat01, Vehicle Interior_mm_mat02, Vehicle Interior_mm_mat03, ...etc
There's no way to find any texture names at this point, only material names.

barti
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Re: Real Racing 3 (Android)

Post by barti » Sat Mar 08, 2014 11:57 am

You may already know about this, but I just found out that The Compressonator can open and create both etc.dds and atc.dds textures and export them to common formats. There's also a batch conversion mode but I haven't tested it yet.

Image

Unfortunately it doesn't load RGBA4444 .DDS files (the ones with transparent elements) so those still have to be converted.

TomWin
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Re: Real Racing 3 (Android)

Post by TomWin » Sun Mar 09, 2014 1:50 pm

barti wrote:
TomWin wrote:any idea where to find texture names used for interiors? Material name doesnt help too much is just Vehicle Interior_mm_mat01, Vehicle Interior_mm_mat02, Vehicle Interior_mm_mat03, ...etc
There's no way to find any texture names at this point, only material names.
so how the game reads materials?

barti
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Re: Real Racing 3 (Android)

Post by barti » Sun Mar 09, 2014 10:54 pm

TomWin wrote:so how the game reads materials?
From what I can see, the carappearances.appearances file in 'vehicles' folder is an XML file with some material names, but it's encrypted and I can't get the full xor key. I made a thread about the files in the Compressed files and methods section.

TomWin
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Re: Real Racing 3 (Android)

Post by TomWin » Sun Mar 09, 2014 11:57 pm

barti wrote:
TomWin wrote:so how the game reads materials?
From what I can see, the carappearances.appearances file in 'vehicles' folder is an XML file with some material names, but it's encrypted and I can't get the full xor key. I made a thread about the files in the Compressed files and methods section.
it would help a lot if we know what materials they really use.

huckleberrypie
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Re: Real Racing 3 (Android)

Post by huckleberrypie » Mon Mar 10, 2014 7:11 am

barti wrote:You may already know about this, but I just found out that The Compressonator can open and create both etc.dds and atc.dds textures and export them to common formats. There's also a batch conversion mode but I haven't tested it yet.

Image

Unfortunately it doesn't load RGBA4444 .DDS files (the ones with transparent elements) so those still have to be converted.
Yep, I tried that too with the textures for Gangstar: West Coast. Even managed to mod the game with a billboard texture lol.

TomWin
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Re: Real Racing 3 (Android)

Post by TomWin » Wed Sep 24, 2014 11:55 pm

Sadly the RealRacing3 script doesn't work good with newest DLC models.
Miura interior cannot be imported, and the quickbms script doesn't work with them :S

https://www.sendspace.com/file/qmf8im

Anybody can help?

barti
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Re: Real Racing 3 (Android)

Post by barti » Sat Sep 27, 2014 6:34 pm

I'm currently rewriting the importer to make it more accurate with the M3G file format - hopefully that will fix the issue with the new models. I'll post once I get it done.
TomWin wrote:the quickbms script doesn't work with them :S
Do you mean the texture files? If so, the textures you provided in the sample are in ATC format. As far as I can tell, the only tool that supports them is ATI's The Compressonator, so you'll have to use that to convert the textures for now. I've found a document about converting textures between ATC and the PC-friendly DXT format, but I haven't looked into it yet.

barti
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Re: Real Racing 3 (Android)

Post by barti » Sat Sep 27, 2014 9:54 pm

Corrected MAXScript:
https://www.sendspace.com/file/ucbrlk
http://s000.tinyupload.com/index.php?fi ... 6312862391 (mirror)

The Miura interior sample loads correctly now.
Also materials are automatically loaded into the Material Editor for easier texture replacing.
Image

Aluigi wrote a QuickBMS script for Real Racing 3, which can open the .z files as well as .bin files:
http://aluigi.altervista.org/papers/bms ... cing_3.bms

I also found out a while ago that the PVR format can contain ETC1 and RGBA4444 textures. So I made a etc.dds to pvr QuickBMS script to streamline the texture conversion process for this platform.

Code: Select all

# Real Racing 3 .etc.dds to .pvr converter
#
# written by barti
# http://forum.xentax.com
#
# script for QuickBMS http://quickbms.aluigi.org

get NAME basename
string NAME += ".pvr"

idstring "DDS "
get HEADERSZ long
get SIZE     long
get WIDTH    long
get HEIGHT   long
get IMGSIZE  long
goto 84
getdstring ETCHEADER 4
goto 128

set MEMORY_FILE compressed eNp9w7ENAAAIAjAJDxoH/j+FDTabdHWcB7IMMl0A/w==

if ETCHEADER == "ETC "
	putvarchr MEMORY_FILE 8  6 long # stands for ETC1 RGB
elif ETCHEADER == "ATC "
	print "Sadly ATITC textures are not supported in the PVR container. Exiting script."
	cleanexit
elif ETCHEADER == "ATCI"
	print "Sadly ATITC textures are not supported in the PVR container. Exiting script."
	cleanexit
elif ETCHEADER == ""
	xmath IMGSIZE "WIDTH * HEIGHT * 2"

	putvarchr MEMORY_FILE 8  0x61626772 long # "rgba"
	putvarchr MEMORY_FILE 12 0x04040404 long # bits per channel
else
	print "Unsupported header found, exiting script."
	cleanexit
endif

putvarchr MEMORY_FILE 24 WIDTH   long
putvarchr MEMORY_FILE 28 HEIGHT  long
putvarchr MEMORY_FILE 44 1 long # MIPMAPS

append
log MEMORY_FILE 128 IMGSIZE
append

get SIZE asize MEMORY_FILE
log NAME 0 SIZE MEMORY_FILE
These are the texture formats in Real Racing 3 I've stumbled upon so far:
.atc.dds - ATI Texture Compression. Can be opened using The Compressonator.
.etc.dds - Ericsson Texture Compression and RGBA4444 for translucent images. I recommend converting them to .pvr using the above script.
.dxt.dds - DXT Texture Compression. These textures can be opened in any DDS viewer without any problems.
.ptc.pvr - PVR Texture Compression. These textures can be opened using PVRTexTool and imported into 3DS Max or Photoshop using PVRTexTool's plugins.
Last edited by barti on Sun Dec 07, 2014 4:03 pm, edited 1 time in total.

TomWin
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Re: Real Racing 3 (Android)

Post by TomWin » Sun Sep 28, 2014 4:53 pm

Thank you it works fine now.

MacedoSTI
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Re: Real Racing 3 (Android)

Post by MacedoSTI » Mon Sep 29, 2014 4:38 am

:?: Image

barti
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Re: Real Racing 3 (Android)

Post by barti » Mon Sep 29, 2014 3:55 pm

MacedoSTI, are your QuickBMS binaries up to date?

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