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RaceRoom Racing Experience .kluns

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zimex25
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Re: RaceRoom Racing Experience .kluns

Post by zimex25 » Sat Apr 06, 2019 1:46 pm

.kluns files was change. Bms script for textures and kluns to obj doesn't work. https://imgur.com/Bh54eJk
New samples:
https://mega.nz/#!jkl03IZb!hj51LYulvFyd ... WcNCCySQt0
https://mega.nz/#!P1smnISA!Tiq1GFUQx_oR ... DwFR93gZgY

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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 » Mon Apr 08, 2019 11:38 am

Atm I don't have time to fix because it's not a 5-minutes-job:
962_kluns.png
(Got the chassis, the driver and the steering wheel only.)
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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 zimex25 » Mon Apr 08, 2019 7:09 pm

shakotay2 wrote:
Mon Apr 08, 2019 11:38 am
Atm I don't have time to fix because it's not a 5-minutes-job:
962_kluns.png(Got the chassis, the driver and the steering wheel only.)
Excellent! I can't wait for this update. :)

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Machinedramon
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Re: RaceRoom Racing Experience .kluns

Post by Machinedramon » Mon Apr 08, 2019 10:57 pm

okay, here i was looking for the silvia, ended up downloading the game and buying the silvia, just to realise you dont need to buy any car whatsoever, but its fine, the car folders have the .public ones, i can provide the silvia models and skins :) in .public formats, gonna work on that, planning to make a port to assetto

here a sample .public from the silvia
https://www.mediafire.com/file/3gn35nqm ... a.zip/file

file uploaded, will check the sounds if i can found anything whatsoever, there are around 7 gbs of sound, dont think thats possible to upload that easy, for all the folks wanting to do the same, you can download the game for free in steam, in the root folder of the game(steam preferences of the game->local files) you will find different folders...

...\Steam\steamapps\common\raceroom racing experience\Game\GameData\General <- sound files here named "sound###.jca" you can unpack with bms plugin from aluigi

...\Steam\steamapps\common\raceroom racing experience\TargetData\Pc\base\cars <- all the models are to be found here, im not sure, havent tried yet, but i guess the geometry is stored in car_model, and the textures in car_skins, there is both the H2O modified by Shako-Tay2 for the models, and the quickbms script from aluigi for the textures

Hope that is helpful (:

Edit:just tried and getting the same error as the other guy, gotta wait for an update on the make obj importer!

edit2: checking the converted .kluns with hxd i seem to find the strings for the parts of the car, would it be too much to ask how the h20 make-obj works?

Edit3: for the sound files you need to first decrypt the files using wtcced, then the raceroom.bms, now the question is, you get cfx files...
here a test file if anyone wants to look into it, this is from the 1st sound_1.jca file
https://www.mediafire.com/file/edcwtan0 ... 1.cfx/file

edit4: here i upload the kluns from all the files i found to be public in the silvia files
https://www.mediafire.com/file/id5pkp5n ... s.zip/file

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Re: RaceRoom Racing Experience .kluns

Post by Machinedramon » Tue Apr 09, 2019 5:23 pm

so, after checking a shako tay2 tutorial on how to export vertex data from models, have started checking the silvia kluns file and actually narrowed about 11 instances of data that does look like vertex data... wii i be able to export it? xD
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Re: RaceRoom Racing Experience .kluns

Post by zimex25 » Tue Apr 09, 2019 7:40 pm

Machinedramon wrote:
Mon Apr 08, 2019 10:57 pm
okay, here i was looking for the silvia, ended up downloading the game and buying the silvia, just to realise you dont need to buy any car whatsoever, but its fine, the car folders have the .public ones, i can provide the silvia models and skins :) in .public formats, gonna work on that, planning to make a port to assetto

here a sample .public from the silvia
https://www.mediafire.com/file/3gn35nqm ... a.zip/file

file uploaded, will check the sounds if i can found anything whatsoever, there are around 7 gbs of sound, dont think thats possible to upload that easy, for all the folks wanting to do the same, you can download the game for free in steam, in the root folder of the game(steam preferences of the game->local files) you will find different folders...

...\Steam\steamapps\common\raceroom racing experience\Game\GameData\General <- sound files here named "sound###.jca" you can unpack with bms plugin from aluigi

...\Steam\steamapps\common\raceroom racing experience\TargetData\Pc\base\cars <- all the models are to be found here, im not sure, havent tried yet, but i guess the geometry is stored in car_model, and the textures in car_skins, there is both the H2O modified by Shako-Tay2 for the models, and the quickbms script from aluigi for the textures

Hope that is helpful (:

Edit:just tried and getting the same error as the other guy, gotta wait for an update on the make obj importer!

edit2: checking the converted .kluns with hxd i seem to find the strings for the parts of the car, would it be too much to ask how the h20 make-obj works?

Edit3: for the sound files you need to first decrypt the files using wtcced, then the raceroom.bms, now the question is, you get cfx files...
here a test file if anyone wants to look into it, this is from the 1st sound_1.jca file
https://www.mediafire.com/file/edcwtan0 ... 1.cfx/file

edit4: here i upload the kluns from all the files i found to be public in the silvia files
https://www.mediafire.com/file/id5pkp5n ... s.zip/file
If you want 3d model of Silvia, go to my fan page to download this car.

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Machinedramon
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Re: RaceRoom Racing Experience .kluns

Post by Machinedramon » Tue Apr 09, 2019 8:33 pm

zimex25 wrote:
Tue Apr 09, 2019 7:40 pm

If you want 3d model of Silvia, go to my fan page to download this car.
mind to share a link?

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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 » Tue Apr 09, 2019 8:55 pm

Machinedramon wrote:
Mon Apr 08, 2019 10:57 pm
Edit:just tried and getting the same error as the other guy, gotta wait for an update on the make obj importer!
Atm I don't know how to fix it other than manually:
Sylvia.png
edit2: checking the converted .kluns with hxd i seem to find the strings for the parts of the car, would it be too much to ask how the h20 make-obj works?
You need to be more specific. Concerning the strings: they are not handled. Feel free to make a plan (for a working sample) which strings belongs to which submesh (number).
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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 Machinedramon » Tue Apr 09, 2019 9:23 pm

shakotay2 wrote:
Tue Apr 09, 2019 8:55 pm
Machinedramon wrote:
Mon Apr 08, 2019 10:57 pm
Edit:just tried and getting the same error as the other guy, gotta wait for an update on the make obj importer!
Atm I don't know how to fix it other than manually:
Sylvia.png
edit2: checking the converted .kluns with hxd i seem to find the strings for the parts of the car, would it be too much to ask how the h20 make-obj works?
You need to be more specific. Concerning the strings: they are not handled. Feel free to make a plan (for a working sample) which strings belongs to which submesh (number).
Thank you very much for the reply! what i meant is if you would be kind to share more or less the logical steps to make it work, i would do the steps and all thats required, i looked through your tutorial on hex2obj, and after that kinda started to search in the silvia model, not sure if the kluns was properly exported, its not even that problematic about uvs or normals, as long as i am able to get the vertex position and faces i will work it on 3d max, so, what am i doing right or wrong if you dont mind asking? like, i started to see some kind of pattern in the kluns when looking for the face indexes.... what i found out is that most of the meshes have like a header where it says "/vdecl/.../vdecl..." then afterwards i would guess the vertex position comes, and lastly the vertex face indexes, am i right?... like in this example, 4 submeshes and 20 uv map size?(took this little mesh for learning purposes, its pretty small so not to be much of a hussle)
i stripped it from the converted kluns, if i was wrong to do so... the offset within the car_template.kluns is 69BE65

https://www.mediafire.com/file/u684uh0u ... kluns/file

thanks for the help!!!!

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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 » Tue Apr 09, 2019 11:23 pm

Machinedramon wrote:
Tue Apr 09, 2019 9:23 pm
like, i started to see some kind of pattern in the kluns when looking for the face indexes.... what i found out is that most of the meshes have like a header where it says "/vdecl/.../vdecl..." then afterwards i would guess the vertex position comes, and lastly the vertex face indexes, am i right?
yep, that's it how it works, more or less: searching for "vdecl/", then comes the FVFsize and the counts. For the start of FI blocks it's just searching for 00000000 01000000 02000000. The problem is how to properly combine the blocks (v and FI).
(Your sample lacks a proper header so I can't create a map automatically.)

edit: slow progress:
962-interiors.png
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Last edited by shakotay2 on Fri Apr 12, 2019 10:05 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."

zimex25
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Re: RaceRoom Racing Experience .kluns

Post by zimex25 » Fri Apr 12, 2019 2:53 pm

Acewell wrote:
Wed Jan 23, 2019 7:51 pm
here is bms script to scan and rip the dds files from the *.kluns samples. :D

Code: Select all

# script for QuickBMS http://aluigi.altervista.org/quickbms.htm

get FOLDER basename
math i = 1 
findloc OFFSET binary "\x44\x44\x53\x20"
do
    math OFFSET - 4
    goto OFFSET
    get SIZE long
    savepos OFFSET
    string NAME p "%s\%d.dds" FOLDER i
    log NAME OFFSET SIZE
    math i + 1
    math OFFSET + SIZE
    goto OFFSET
    findloc OFFSET binary "\x44\x44\x53\x20" 0 ""
while OFFSET != ""
they are named in the order they are ripped, the names are actually stored
in the kluns files but i have not figured out how to find and link them all together. :(
Any chance for update? This script doesn't' work now. :[

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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 » Sat Apr 13, 2019 4:49 pm

I'm continuing with the models:

You'll need Make_obj-kluns_redux.exe and dlls from Make_obj-RR RacExp.zip
and
Hex2obj_0.24e.exe AND the files in hex2obj_0.24c.zip:
https://forum.xentax.com/viewtopic.php? ... al#p142434

There's some trouble with the counts in newer kluns and I don't have a clue how to solve it properly.
I'm too busy with RL concerns atm so here's a workaround - you may hate it.
(If so then don't use it, please. :) )

I'm referring to the 962 car_template.kluns which was uploaded to this thread:
zimex25 wrote:
Sat Apr 06, 2019 1:46 pm
Here we go (caveat with wrong face indices)
-------------------------------------------

- start Make_obj-kluns_redux.exe and load said kluns file
- H2O files 0 to 83 are being created (not obj as told in first line)
- close the app

------------------------------
- start Hex2obj_0.24e.exe and load kluns as before
- File SaveAs Mmesh
(it reads "Mmesh", not "mesh", well)
- read the pop window's text and do as you're told

- you will be experiencing a bad crash, yeah, sorry for that
- close hex2obj

- open the kluns folder
- search for car_template_67.objx, the file that caused the crash
(I'd suggest to move all other .obj to a subfolder)

- drag'n drop it to a hexeditor, such as HxD for example
- first ASCII lines contain: car_template.kluns_7.h2o
(keep in mind that the numbers (67 and 7 here) are different, sorry for that)

##### you could simply erase that H2O file and continue at "importing to blender"
but there's good reasons to fix the problem:
------------------------------------------------------
- start Hex2obj_0.24e.exe and load kluns
- File/Open H2O: car_template.kluns_7.h2o

- press go1, scroll down left list box 'til
face indices "go nuts": d0f833

-subtract: d0f833 - d00497= 0xf39c -> dec. 62364
- divide by 4 -> 15591
- replace face indices count 23583 by that fixed count
- press go1, scroll down listbox, find 15348 as new vertex count

- correct actual vertex count 15349 to 15348
- press 'mesh' to view the chassis

- File/save H20

- view kluns folder and rename created car_template_0.h2o to
car_template_7.h2o (you'll get nuts sooner or later in case you don't do so)

- File/SaveAs mesh (complains that car_template_0.obj exists if not moved as told above)
- rename created car_template_0.obj to car_template_67.obj

#############################################

Workaround for second caveat with wrong vertex sizes
----------------------------------------------------

- sort created .obj by size
- inspecting *_34.obj doesn't reveal problems but
- car_template_45.obj is a troubles candidate!

- open in notepad, first lines says: car_template.kluns_5.h2o

- scroll down to 2nd half of file with
v -5372.000000 -0.000170 -247.750000
- place cursor, edit/goto says: line is 24311
- subtract 2, divide by 2 -> 12154
that's the correct vertex count

- delete said trouble obj

- start Hex2obj_0.24e.exe and load kluns
- File/Open H2O: car_template.kluns_5.h2o
- change face indices count from 17589 to 12154
(yes, it's vertex count, but we need a point to start)
- press go1, scroll down left listbox: 12154
- replace actual vertex count 17588 by 12154
- press 'mesh', view cockpit

- save mesh and H2O file, rename then to *_45.obj and *_5.h2o

HTH
shak-otay

(there's about 23 .obj files with a size of > 100kB, so some work left)

"importing to blender"
----------------------

import single obj with wavefront importer
or use .py script

When executing load_multi_obj_blender2.69.py in a blender Text Editor window
make sure to have set "path_to_obj_dir" to YOUR kluns directory.

(obj files in a maybe contained subdirectory are being loaded, too)

Make_obj-RR RacExp.zip
(In case there's missing faces after fixing you could try out the -kluns_raw.exe, untested.
The -kluns_redux.exe starts with pre-reduced FI counts, x11/12)

edit: correction for 6.h2o (56.obj):
0xBE1276 4896
Vb1
44 20
0xB49A70 4889
040200
0x0 255
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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 shakotay2 » Sat Apr 13, 2019 9:08 pm

found it a little bit tricky to combine the suiting submeshes for correct uv map:
962_uvs.jpg
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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 Machinedramon » Sat Apr 13, 2019 9:13 pm

Wonderfull! thank you very much for the workaround, this is good news, already working on the silvia checking the broken models and the ones that i could rework in 3d!!! Man you are really awesome! thanks for all the progress!!!! cheers :D

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Re: RaceRoom Racing Experience .kluns

Post by Acewell » Sun Apr 14, 2019 12:00 am

zimex25 wrote:
Fri Apr 12, 2019 2:53 pm
Any chance for update?
not by me right now, looks too chaotic, maybe i'll circle around
back to this at a later time if no one else has it figured out. :]

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