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RaceRoom Racing Experience .kluns

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Machinedramon
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Re: RaceRoom Racing Experience .kluns

Post by Machinedramon » Sun Apr 14, 2019 10:05 pm

it worked! sure the model needs some repairs but so far, lovely, at last some silvia!!!
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Re: RaceRoom Racing Experience .kluns

Post by Machinedramon » Sun Apr 21, 2019 12:30 pm

took some time and work but check this out! im very thankful! 8D

Image

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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 » Sun Apr 21, 2019 4:11 pm

Machinedramon wrote:
Sun Apr 21, 2019 12:30 pm
took some time and work
cool! :)
(Remember to try out the *-kluns_raw.exe for producing H2O files in case some submeshes are missing too many faces.)
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: RaceRoom Racing Experience .kluns

Post by zimex25 » Mon Apr 22, 2019 6:47 pm

Many object have crazy smooth or broken mesh. I just wait for better version like previous version.

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shakotay2
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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 » Mon Apr 22, 2019 8:21 pm

zimex25 wrote:
Mon Apr 22, 2019 6:47 pm
Many object have crazy smooth or broken mesh. I just wait for better version like previous version.
I'm sorry to tell that a better version is very unlikely to be created since I don't have any clue about the unfitting counts in "newer" kluns files.
That's the reason why I created this workaround:
shakotay2 wrote:
Sat Apr 13, 2019 4:49 pm
You might try out to reduce the counts in the H2O files created by *-kluns_redux.exe.

Or use *-kluns_raw.exe to avoid broken meshes ("raw" means the created H2O files contain original counts (which may be uncorrect for unknown reasons)).

Or you might upload one of the problematic kluns files.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: RaceRoom Racing Experience .kluns

Post by zimex25 » Wed May 01, 2019 4:10 pm

shakotay2 wrote:
Mon Apr 22, 2019 8:21 pm
zimex25 wrote:
Mon Apr 22, 2019 6:47 pm
Many object have crazy smooth or broken mesh. I just wait for better version like previous version.
I'm sorry to tell that a better version is very unlikely to be created since I don't have any clue about the unfitting counts in "newer" kluns files.
That's the reason why I created this workaround:
shakotay2 wrote:
Sat Apr 13, 2019 4:49 pm
You might try out to reduce the counts in the H2O files created by *-kluns_redux.exe.

Or use *-kluns_raw.exe to avoid broken meshes ("raw" means the created H2O files contain original counts (which may be uncorrect for unknown reasons)).

Or you might upload one of the problematic kluns files.
Porsche 964 Cup, hood: https://imgur.com/rJ151XQ Many objects have issue like this. I hope for better tools for this game [roll] https://mega.nz/#!P1smnISA!Tiq1GFUQx_oR ... DwFR93gZgY

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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 » Wed May 01, 2019 9:24 pm

Hoods are okay for me; I used Make_obj-kluns_raw.exe to create
 
hoods.png
It was required to delete these submeshes (and some more) in blender:
3 7 8 14 15 46 48 67 68 83 86 89
https://www.mediafire.com/file/lc1pape6 ... 4.zip/file

To handle the missing/buggy submeshes you could try Make_obj-kluns_redux.exe. (It might be required to decrease face indices counts in the H2O files.)
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Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: RaceRoom Racing Experience .kluns

Post by portoalto » Thu Jul 11, 2019 2:36 pm

Hi
Are you still working on the tool to improve it?

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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 » Thu Jul 11, 2019 3:19 pm

Hi,
nope. But "you might upload [...] problematic kluns files".
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: RaceRoom Racing Experience .kluns

Post by portoalto » Fri Jul 12, 2019 1:31 pm

Hi
Thanks for the answer

With the old tool, before the new encryption, it was much easier to get an .obj file to work with.
I now, with Make_obj-kluns_raw, also get the models but with much more work and time.

My biggest problem is with your tutorial on page 5:

"- H2O files 0 to 83 are being created (not obj as told in first line)"
- I usually get 95 to 96 H2O files

"- search for car_template_67.objx, the file that caused the crash"
- I do not have any files with the extension .objx

"- press go1, scroll down left list box 'til
face indices "go nuts": d0f833!"
- I do not have this expression or value

"-subtract: d0f833 - d00497= 0xf39c -> "
- I do not have any of these values

From this moment I am completely lost.

If I do not do any of this and try to import the obj files, I got (no changes), I get whats in the image
In the middle of all that confusion is the model I want. (I "just" have to delete the "junk")
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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 » Fri Jul 12, 2019 2:39 pm

portoalto wrote:
Fri Jul 12, 2019 1:31 pm
Hi
Thanks for the answer

With the old tool, before the new encryption, it was much easier to get an .obj file to work with.
I now, with Make_obj-kluns_raw, also get the models but with much more work and time.
I don't understand what you mean. Some newer kluns required another treatment. I'm sorry to say that I don't have the time to create an easier workaround for those.

My biggest problem is with your tutorial on page 5:

"- H2O files 0 to 83 are being created (not obj as told in first line)"
- I usually get 95 to 96 H2O files

"- search for car_template_67.objx, the file that caused the crash"
- I do not have any files with the extension .objx

"- press go1, scroll down left list box 'til
face indices "go nuts": d0f833!"
- I do not have this expression or value

"-subtract: d0f833 - d00497= 0xf39c -> "
- I do not have any of these values

From this moment I am completely lost.
I wrote:
I'm referring to the 962 car_template.kluns
I showed it AS AN EXAMPLE!

(You can't seriously expect that any kluns has the same values, do you? :eek: )

You need to get the idea from that example and adapt it for other kluns.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: RaceRoom Racing Experience .kluns

Post by portoalto » Fri Jul 12, 2019 4:33 pm

" I don't understand what you mean. Some newer kluns required another treatment. I'm sorry to say that I don't have the time to create an easier workaround for those."

The only thing I wanted to say is that it was pity the new kluns files have a new and more difficult encryption and the tool does not work with this encryption so forward as before and that it's a shame you do not have time to improve it, but real life is like that and it's in the first place
I did not want to say anything else.

"I showed it AS AN EXAMPLE!
(You can't seriously expect that any kluns has the same values, do you? :eek: )
You need to get the idea from that example and adapt it for other kluns.

I know it was just an example, but in that case you get a file with the extension objx in my case I only get files with the extension obj.
I can import these directly into the blender without further workarounds?

If yes I get what is in the image that I posted before, I do not understand how users previously showed images with the clean mesh

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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 » Fri Jul 12, 2019 6:31 pm

portoalto wrote:
Fri Jul 12, 2019 4:33 pm
I know it was just an example, but in that case you get a file with the extension objx in my case I only get files with the extension obj.
I can import these directly into the blender without further workarounds?
Nope. Things should be easier if there's no .objx to be found but you still have to do the counts reducing thingie.
Doing it manually requires some experience in 3D models, doing it automatically:
The -kluns_redux.exe starts with pre-reduced FI counts, x11/12)
is just a wild guess which could make things worse than before.
.
, I do not understand how users previously showed images with the clean mesh
I didn't say that it's easy 8) - best thing would be if you uploaded the .kluns which you named Sem Título.

edit: for the second tool involved I had to create a modified hex2obj version (see my next post) to get this from the lynkco:
.
lynkco_chassis_and_cockpit.jpg
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Last edited by shakotay2 on Sat Jul 13, 2019 12:13 pm, edited 1 time in total.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: RaceRoom Racing Experience .kluns

Post by portoalto » Fri Jul 12, 2019 10:10 pm

I'm trying to figure out how things work so I'm not dependent on the help of other people, but I appreciate your availability

Here are two examples where I do not get any .objx files

https://www.mediafire.com/file/l910c6v1 ... e.rar/file
https://www.mediafire.com/file/auy7hjy1 ... e.rar/file

And here are two examples where I get a file with the extension .objx

https://www.mediafire.com/file/e9p19nfw ... e.rar/file
https://www.mediafire.com/file/ln0imtmi ... e.rar/file

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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 » Sat Jul 13, 2019 12:37 pm

portoalto wrote:
Fri Jul 12, 2019 10:10 pm
I'm trying to figure out how things work so I'm not dependent on the help of other people,
That's great so then let's have a go. You need Make_obj-kluns_raw.exe from some above post and a special version hex2obj for RaceRR Exp:
Hex2obj-RRRExp.zip
After creation of H2O files using Make_obj-kluns_raw.exe you're required to do a multimesh/obj creation using Hex2obj-RRRExp.exe.
(For details read WorkaroundForNewerKluns.txt from a zip some post up or read my concerning post above.)
And 'yes', Hex2obj_0.24e.exe doesn't work here so use the special version, please.

What it does is create obj AND H2O_multiMesh_rename.cmd which renames some ugly .obj to .obj~ (when executed :D ) .

So you can do your multi obj import to blender using load_multi_obj_blender2.69.py and care for those .obj~ later.


As an example, lynkco car: car_template_3.obj~

H2O file (car_template.kluns_11.h2o) for the following obj~ file:
0xa744e1 23283 <- FI count, wrong
Vb1
44 20
0xa130d3 9065 <- vertex count, wrong
040200
0x0 255

Code: Select all

# H2O parameter file: D:\lynkco\lynkco_car_template\car_template.kluns_11.h2o 
# 0xa130d3: verts= 9065

[...]
vt 0.108398 1.472656  
v -0.534180 1.049805 1.781250 
vt 0.108337 1.473633  
v -0.501953 1.048828 1.797852 
vt 0.111511 1.472656  
v -0.501953 1.051758 1.795898 
vt 0.111389 1.473633  
v -0.104126 1.051758 1.864258 
vt 0.147217 1.472656  
v -0.104187 1.054688 1.862305 
vt 0.147217 1.472656  
v -0.216309 1.051758 1.857422 
vt 0.137329 1.472656  
v -0.216431 1.054688 1.855469 
vt 0.137329 1.472656  
v -0.324463 1.050781 -0.132690     line 14879 in notepad, subtract 2, then divide by 2 -> 7438 valid vertices
-----    here is where the spoiled vertices begin ---------
vt -27600.000000 40096.000000  
v -27600.000000 40096.000000 399.750000 
vt 26.953125 29488.000000  
v 26.953125 29488.000000 -799.500000 
vt 0.002802 25088.000000  
v 0.002802 25088.000000 -0.003538 
vt -3.869141 25008.000000  
v -3.869141 25008.000000 -0.040985 
vt 0.000036 26096.000000  
v 0.000036 26096.000000 -5.246094 
vt 5872.000000 26864.000000  
v 5872.000000 26864.000000 -0.000040 
vt -0.011200 27680.000000  
v -0.011200 27680.000000 0.000762 
vt -0.000287 28144.000000  
v -0.000287 28144.000000 6.246094 
[...]

- load kluns and H2O file into i]Hex2obj-RRRExp.exe[/i]
- press go1
- in the lower left listbox scroll down to last valid FI (=vertex count)

a87e49 7437 7436 7438

getting size of face indices block (0x13968= )
endaddress from line above minus FI start address, see H2O file above ---- (divide by 4 because we've DWord FIs here):

0xa87e49 - 0xa744e1 = 0x13968 / 4 = 20058 dec.

(add the 3 FIs which we didn't count -> 20061 8) )

This is the new FI count -> change in hex2obj, press go1 -> vertsCount is 7438 then.

btw: yeah, this is the most horrible explanation/tool I ever wrote but bear with me, please, I'm in a real hurry.
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Last edited by shakotay2 on Sun Jul 14, 2019 9:53 pm, edited 1 time in total.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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