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RaceRoom Racing Experience .kluns

Post questions about game models here, or help out others!
portoalto
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Re: RaceRoom Racing Experience .kluns

Post by portoalto » Sat Jul 13, 2019 1:36 pm

Thank you.
I'll try it then.

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shakotay2
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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 » Sat Jul 13, 2019 9:23 pm

fixing lynkco car_template obj~
.
lynkco_4-obj~_12-H2O.png
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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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shakotay2
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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 » Sat Jul 13, 2019 9:38 pm

For giulietta tcr2019 car_template 29 of 99 submeshes need a special treatment like above.

Code: Select all

car_template_2.obj~
car_template_3.obj~
car_template_4.obj~
car_template_5.obj~
car_template_6.obj~
car_template_8.obj~
car_template_18.obj~
car_template_19.obj~
car_template_24.obj~
car_template_33.obj~
car_template_37.obj~
car_template_51.obj~
car_template_52.obj~
car_template_54.obj~
car_template_55.obj~
car_template_57.obj~
car_template_58.obj~
car_template_62.obj~
car_template_67.obj~
car_template_72.obj~
car_template_75.obj~
car_template_76.obj~
car_template_78.obj~
car_template_89.obj~
car_template_94.obj~
car_template_96.obj~
car_template_97.obj~
car_template_98.obj~
car_template_99.obj~
Correction for _7.H2O (_67.obj~):

0xADCEBE 13053
Vb1
92 20
0x861EB3 8951
040200
0x0 255


The other 70 submeshes look like this.
giulietta tcr2019.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."

portoalto
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Re: RaceRoom Racing Experience .kluns

Post by portoalto » Sun Jul 14, 2019 8:17 pm

In first place, I appreciate and thank you very much for the availability you showed in trying to help.

However I have never been able to learn or understand the Hexa values and their edition.

For example in the middle of so many lines that appear in the lower left listbox how can you find out which line is wrong?
As in the example of lynkco car which is the line with the value a87e49 7437 7436 7438?

Another thing is the value 0x13968 to which you arrive?
/ 0xa87e49
- 0xa744e1
/ 0x/13968
////// Î Î
////// ? ?
How do you subtract a number from a letter (or vice versa) do you get those numbers?

As I said I am a total noob in matters of Hexa values. :oops:

But now with the new version of the tool I can already identify the obj files with problems and I can work individually in the 3d program.
Only pity not to happen the same with the cockpits
But as I say: "It is always better to have little than nothing!" :)

I know it's not your area but with the new encryption you can no longer extract the textures.
Do you or anyone else know of any new script or how to extract the DDS files?

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shakotay2
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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 » Sun Jul 14, 2019 9:20 pm

portoalto wrote:
Sun Jul 14, 2019 8:17 pm
For example in the middle of so many lines that appear in the lower left listbox how can you find out which line is wrong?
As in the example of lynkco car which is the line with the value a87e49 7437 7436 7438?
Guess you didn't check the "code" in my concerning post?

Find the lines in the obj file (here: lynkco car, car_template_3.obj~) where the spoiled vertices begin (very obvious, imho):
[...]
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 ---------
v -27600.000000 40096.000000 399.750000
vt 26.953125 29488.000000

----------------------------------------
There's several face indices lines in the lower left list box of hex2obj which contain the face index 7438.
You need to get the line which doesn't have predecessors with higher FIs than 7438 in it.
(Simply scroll down from a744e1 1 2 3 to the first hit of 7438 -> a87e49 7437 7436 7438)
Another thing is the value 0x13968 to which you arrive?
/ 0xa87e49
- 0xa744e1
/ 0x/13968
////// Î Î
////// ? ?
How do you subtract a number from a letter (or vice versa) do you get those numbers?
I can't give math lessons here but the hexadecimal system has 16 as a base (instead of 10 in decimal system).
So hex is required to use a, b, c, d, e, f which stand for 10, 11, ..., 15.
(Another idea would have been to use parentheses for example 0x(10)(11)(12) instead of 0xabc but using letters is the better solution.)

You could try out some online hex calculators, for example: https://www.calculator.net/hex-calculator.html
Only pity not to happen the same with the cockpits
But as I say: "It is always better to have little than nothing!" :)
"Little", yeah, covering 70% of a mesh is far from being "little". (:
(edit: well, I see, for giulietta cockpit I used a debug version which I didn't release, upps...)
I've updated the zip in the concerning post: viewtopic.php?f=16&t=19347&p=154697&hil ... ip#p154697
(Always remember to excute H2O_multiMesh_rename.cmd and handle the *.obj~ separately then.)
.
giulietta_cockpit.png
(some vt in the .obj~ files look a little bit strange to me -> todo list 2020 :D )
I know it's not your area but with the new encryption you can no longer extract the textures.
Do you or anyone else know of any new script or how to extract the DDS files?
Usually Acewell cares for the textures - but for encrypted ones you could open a thread in the Graphic file formats section.
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Last edited by shakotay2 on Mon Jul 15, 2019 3:44 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."

portoalto
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Re: RaceRoom Racing Experience .kluns

Post by portoalto » Sun Jul 14, 2019 10:32 pm

Guess you didn't check the "code" in my concerning post?
Find the lines in the obj file (here: lynkco car, car_template_3.obj~) where the spoiled vertices begin (very obvious, imho):
[...]
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
There's several face indices lines in the lower left list box of hex2obj which contain the face index 7438.
You need to get the line which doesn't have predecessors with higher FIs than 7438 in it.
(Simply scroll down from a744e1 1 2 3 to the first hit of 7438 -> a87e49 7437 7436 7438)
I saw but for me it did not make sense. Now it does.
I can't give math lessons here but the hexadecimal system has 16 as a base (instead of 10 in decimal system).
So hex is required to use a, b, c, d, e, f which stand for 10, 11, ..., 15.
(Another idea would have been to use parantheses for example 0x(10)(11)(12) instead of 0xabc but using letters is the better solution.)
You could try out some online hex calculators, for example: https://www.calculator.net/hex-calculator.html
I was not expecting math lessons and you were not obliged to do so, but you clarified me a lot with the explanation. Thank you
"Little", yeah, covering 70% of a mesh is far from being "little". (:
Do not get me wrong.
I'm happy with what you've done. Before we had absolutely nothing for this game.
Usually Acewell cares for the textures - but for encrypted ones you could open a thread in the Graphic file formats section.
I'll do that. Thank you.

djibsone2
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Re: RaceRoom Racing Experience .kluns

Post by djibsone2 » Thu Aug 22, 2019 10:55 pm

hello everybody any news about ripping of the porsche 962c imsa gtp and nissan r90cp thank you

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