Re: RaceRoom Racing Experience .kluns
Posted: Sat Jul 13, 2019 1:36 pm
I'll try it then.
I'll try it then.
Game Research Forum
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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~
Guess you didn't check the "code" in my concerning post?
I can't give math lessons here but the hexadecimal system has 16 as a base (instead of 10 in decimal system).Another thing is the value 0x13968 to which you arrive?
////// Î Î
////// ? ?
How do you subtract a number from a letter (or vice versa) do you get those numbers?
"Little", yeah, covering 70% of a mesh is far from being "little".Only pity not to happen the same with the cockpits
But as I say: "It is always better to have little than nothing!"
Usually Acewell cares for the textures - but for encrypted ones you could open a thread in the Graphic file formats section.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?
I saw but for me it did not make sense. Now it does.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 was not expecting math lessons and you were not obliged to do so, but you clarified me a lot with the explanation. Thank youI 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
Do not get me wrong."Little", yeah, covering 70% of a mesh is far from being "little".
I'll do that. Thank you.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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- decrease face indices count from 23283 to ... (well, trial 'n error) -> 19283 - press go1, scroll down left listbox, max face index is 7135 (after several attempts:) use FI count of 20656 to get the 7439 as vertex count - replace actual vertex count 9065 by 7439 - press 'mesh' for control
for the hoods, read:
special version hex2obj (Hex2obj-RRRExp.zip):
And, always remember :