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NFS No Limits

Post questions about game models here, or help out others!
TomWin
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Re: NFS No Limits

Post by TomWin » Wed Jan 14, 2015 2:44 am

Thanks chipi it works perfect, but I have no idea how to make textures work.

How to convert NFS NL (sba) textures to any usefull format?

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Re: NFS No Limits

Post by lolwatt » Wed Jan 14, 2015 6:37 am

TomWin wrote:Thanks chipi it works perfect, but I have no idea how to make textures work.

How to convert NFS NL (sba) textures to any usefull format?
Read his post, mate. :(
My converter has been ready since Sunday, but I've been struggling with sba textures.
It's all a mess, multiple data chunks connected together like databases...

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Chipicao
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Re: NFS No Limits

Post by Chipicao » Wed Jan 14, 2015 8:56 am

Here's what I know so far about the SBA.
The file structure itself is very straight-forward:

Code: Select all

int32 fileIdentifier //"SBIN"
int32 version

struct dataBlock
{
   int32 dataIdentifier; //4byte string
   int32 dataLength; //not including identifier, length or checksum
   int32 checksum;
   byte[] data;
}
This structure is looped until the end of the file, and each one is aligned to 4 bytes (although only CDAT needs it)

There are several types:
  • "ENUM", "STRU": groups of shorts(usually 6) that may give additional information about the other structures that follow
  • "FIEL": group of shorts; unknown at this point
  • "OHDR": presumably acts like a header with reading instructions for the "DATA" that follows
  • "DATA": contains texture properties such as format, width, height, mipmaps
  • "CHDR": header for the "char data block"; contains pairs of int32 offsets and lengths used to read strings
  • "CDAT": char data block from which strings are read using "CHDR"; the strings are null-terminated, but that's probably part of the writing process, not the reading
    Examples: ImageFormatType, TextureFilterType, TextureWrapType, Image, format, data, width, height, Texture, mipmaps, filter_min, filter_mag, wrap_s, wrap_t, default, RGB, RGBA, PVRTC_2BPP_RGB, PVRTC_2BPP_RGBA, PVRTC_4BPP_RGBA, PVRTC_4BPP_RGB, DXT1, DXT3, DXT5, ATC_RGB, ATC_RGBA_Explicit, ATC_RGBA_Interpolated, ETC_RGB, PNG, JPEG, Nearest, Linear, NearestMipmapNearest, NearestMipmapLinear, LinearMipmapNearest, LinearMipmapLinear, Repeat, ClampToEdge
  • "BULK": unknown at this point; could be used to link everything together
  • "ALGN": used for the sole purpose of aligning the image data
  • "BARG" contains the actual image data
In case of PNG textrues the image data inside "BARG" is the whole PNG file and just needs to be extracted. That's why Dragon Unpacker can find them easily.
In case of DXT or PVR, the texture headers need to be rebuilt, that's why it's important to parse "DATA" properly and read everything.

The way I see it, property strings from CHDR need to be linked to property types and then to actual values from DATA in order to have enough information to rebuild texture headers.
It's just a matter oh "how" :)
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.

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Re: NFS No Limits

Post by TomWin » Wed Jan 14, 2015 11:15 am

Ok thanks I didn't read that post I got confused with "texture names"

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Re: NFS No Limits

Post by Chipicao » Wed Jan 14, 2015 11:52 am

Yeah, it may be a bit confusing. What I mean is texture names and file paths are registered, but they will fail to load.
So at the very least you will know what kind of texture should be used for a specific material.
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.

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Re: NFS No Limits

Post by Chipicao » Fri Jan 16, 2015 8:32 pm

Here is a small tool I made to convert textures: http://www.mediafire.com/download/m00pm ... aBrute.zip
It is by no means a "true" converter. It basically guesses the image format and number of mipmaps based in width, height and image data size.
Only for NFS:NL! Most textures are successfully converted, except cube maps and some special sba files.

I have also updated M3G2FBX:
- fixed a small issue with rotations
- added option to make mesh names unique, useful if you plan to convert FBX to OBJ; usage: M3G2FBX -u file/folder
- the tool will now actively search for textures that have been converted with sbaBrute; keep textures in their original location or in the same folder as the model

I suggest you remove any special characters from folder names, for example the ™ in NFS NL, otherwise textures may not load.

Image Image Image Image Image
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.

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Chipicao
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Re: NFS No Limits

Post by Chipicao » Sat Jan 17, 2015 8:21 am

Please re-download M3G2FBX. I have fixed a serious issue that prevented reading UVs on certain models, including a few cars.

Thanks to Automotive Gaming for pointing it out.
Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.

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Ferrari formula 1
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Re: NFS No Limits

Post by Ferrari formula 1 » Sat Jan 17, 2015 3:13 pm

Works perfectly well!
Again,thank you very much @Chipicao for theese amazing tools! :D

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Re: NFS No Limits

Post by wana7262 » Tue Jan 20, 2015 8:03 am

Chipicao wrote:Here is a small tool I made to convert textures: http://www.mediafire.com/download/m00pm ... aBrute.zip
It is by no means a "true" converter. It basically guesses the image format and number of mipmaps based in width, height and image data size.
Only for NFS:NL! Most textures are successfully converted, except cube maps and some special sba files.

I have also updated M3G2FBX:
- fixed a small issue with rotations
- added option to make mesh names unique, useful if you plan to convert FBX to OBJ; usage: M3G2FBX -u file/folder
- the tool will now actively search for textures that have been converted with sbaBrute; keep textures in their original location or in the same folder as the model

I suggest you remove any special characters from folder names, for example the ™ in NFS NL, otherwise textures may not load.

Image Image Image Image Image

wow great... can u please share the garage FBX model???
Thanks

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Re: NFS No Limits

Post by SiriusR » Fri Jul 17, 2015 12:32 pm

Chipicao wrote:- supports all models from RR3, NFS:MW and NFS:NL
Um, is a support for NFS:HP possible (as it uses M3G for models as well)?

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Re: NFS No Limits

Post by zimex25 » Thu Feb 04, 2016 9:27 pm

sbaBurte isn't working from newest cars and obb file can not open http://www.mediafire.com/download/l14hj ... blo_sv.rar

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Re: NFS No Limits

Post by zimex25 » Sun May 15, 2016 8:06 pm


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Re: NFS No Limits

Post by turbo90 » Sun Jul 03, 2016 12:17 am

They updated NFSNL game archive... i want it nissan r34 and 180sx

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Re: NFS No Limits

Post by kermanRB12 » Sun Sep 04, 2016 7:20 pm

Any progress on the .sb file scropt?

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Re: NFS No Limits

Post by nosfornos » Tue Apr 11, 2017 10:12 am

What about sb3d? Now, nobody pays attention to this file. What's up?
ImageI Love Nermal!!!

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