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Fast and the Furious 6:The Game .43 model format.

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Re: Fast and the Furious 6:The Game .43 model format.

Post by REDZOEU »

huckleberrypie wrote:How much is the poly count for the cars? They look high-poly for a mobile game.
Imo, cars are not that high poly. Textures are the ones that made the car look highly detailed. The only game which contains high poly car models for a mobile game should be Real Racing 3. They mostly convert cars from NFS: SHIFT 2 Unleashed into the game. The rest are The RUN and newly made cars for the game.
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Re: Fast and the Furious 6:The Game .43 model format.

Post by octaviousrex »

tell you what. I still have all the cars plus wheels extracted on my hard drive pm me the files you want and I'll send them to you if you'd like.
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Re: Fast and the Furious 6:The Game .43 model format.

Post by REDZOEU »

octaviousrex wrote:tell you what. I still have all the cars plus wheels extracted on my hard drive pm me the files you want and I'll send them to you if you'd like.
Problem is... I need all of the car files (tires included). I'm planning to do a render out of every one of them, and convert few to SA. But i do appreciate your request of sending me the files though.
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Re: Fast and the Furious 6:The Game .43 model format.

Post by octaviousrex »

huckleberrypie wrote:How much is the poly count for the cars? They look high-poly for a mobile game.
at this point I don't recall I have only just started in on delving into the meshes myself. that said,on the outside they are rather nicely
poly but the odd thing is they have only half interriors. what I mean is when you get the mesh in a 3d modeler like 3d max you find out that there
is only have a steering wheel or a half a seat. so anything below the window is pretty much non existant. they also have nearly no bottom. it's
a flat surface with false geomtry skinned on since you generally not going to see the bottom of the car.

to make them into a useable game model you have to basically enjoy the hallow model as it makes eyeing the verts of the body so much easier. but then you have to go and find a decent refs for the engine,trunk,interrior and if the car you are using is to be a game model in a game that
allows you to see the bottom then you also need to create your own bottom which adds a ton more poly. I'll try to get a count when I have
time to work with the mesh again. but yeah for a mobile game I was surprised at the detail myself.

it's partly I guessing cause you do get to see the cars upclose when you select them so they probably figured that one model would be best for
the game rather then having the usual one model for show and one model for play. but again having a mostly hallow mesh does help with the
poly count.
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Re: Fast and the Furious 6:The Game .43 model format.

Post by octaviousrex »

REDZOEU wrote:
octaviousrex wrote:tell you what. I still have all the cars plus wheels extracted on my hard drive pm me the files you want and I'll send them to you if you'd like.
Problem is... I need all of the car files (tires included). I'm planning to do a render out of every one of them, and convert few to SA. But i do appreciate your request of sending me the files though.

well the resource folder is the only one I found with actual mesh files for the cars in it. I am not sure why the unity asset manager isn't finding
the mesh files but I have the .43 files for all cars with tires. the cars share one tire file that comes in two sizes. I know this cause I found the
tire file when resorting out the resources folder for the cars. so I know what the files are and where they are I am just curious as to why you yourself cannot find them.

I used "UnityAssetsExplorer-1.2" to open up "resources.assets"

one of the first cars you'll bump into is :
"bmw_1m_coupe_body_a.43"

from there I tended to find the other makes and models.

the first tire file is names this
"tire_muscle_25_16_a.43"

and there are two of these files as said they have two sizes for the tires. there are also spoiler mesh files but I haven't messed with those much.

as to converting to say. here what I know from my research on the 1972 gran torino: that's possible but you need more then just these mesh files to work with. for one thing they have no real undercarriage. I mean a good skin can take of that but really you will likely want to model a bottom for the car. you'll also have to cut poly for the doors and trunk since the only thing detached as a seperate mesh is the hood. the windows can be easily detatched but the side windows are one solid plane.so you'd have to cut poly for the door windows for instance.

you'd need model an entirely no interrior,trunk space and engine with engine bay as all this is abscent from the hallow mesh and what interrior does exist is only a partial thing. nothing below the car door windows exists to say poly in the mobile game.

so if you looking for a quick and easy conversion job (cause I know gta modding well been doing it for years) then these cars are not it. but
if you looking for fun project cars to put hard work into then these cars are magnificent for that. I am currently remaking the torino from the ground up using the mesh as a guide because it was a car my father,who recently passed,loved and I want to pay tribute to him
through gta. this is a labor of love for me and so the extra work is worth it for me.

these cars are nicely detailed and are a great shell. but you need more then a shell in gta. thought to be honest the stock body makes for a
great collision file or chassis_vlo file without needing to touch a thing.

if you still cannot find the files I have all the cars,car textures and yes even the tires in their original .43 format on my hard drive and am willing to host the files and send a link in a pm if you are still willing to put in the work on the files that these cars would deserve.
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Re: Fast and the Furious 6:The Game .43 model format.

Post by REDZOEU »

Whoa, now this is funny. I downloaded FF6 version 1.0.2 and found out the resource.assets file are 50 MB bigger. And i found the car files like blur wheel, brakedisc, licenseplatelondon, etc. Guess problem's solved. My game is version 1.0.3 so ye. They probably moved the files on this version.
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Re: Fast and the Furious 6:The Game .43 model format.

Post by octaviousrex »

aww I should have asked which version you had. interesting. well happy converting. if you convert them successfully please pm me to where you are hosting them.
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Re: Fast and the Furious 6:The Game .43 model format.

Post by REDZOEU »

Well, guess i stumbled on another problem. Texture files which were automatically converted into .dds on extraction were broken. They look like grids of rainbows and some empty spaces. More like a broken TV screen. Any idea why this is happening? I used Paint.NET to open the converted .tex files on .dds format.

Below is the converted "bmw_1m_coupe_rim_blur.tex" file.
Image
Texture resolution is 512x512, and the blank spaces are actually alpha image.
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Re: Fast and the Furious 6:The Game .43 model format.

Post by khm666 »

Can anyone please help with .tex formt and how we can convert it to TGA , i've tried changing the headers but its not working for me , any tips ?
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Re: Fast and the Furious 6:The Game .43 model format.

Post by Chipicao »

Those textures are in PVRTC format, so they need a different header.

Here's the format specification where you will find the header structure: http://www.imgtec.com/powervr/insider/d ... ternal.pdf
It should be easy to build, I did it in maxscript a while ago.

The problem is that even if you use the right header, PVR textures are specific to mobile platforms, so you'll have to convert them to something else in order to use them in other games.
The tool for this job would be PVRTexTool
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: Fast and the Furious 6:The Game .43 model format.

Post by octaviousrex »

thanks so much Chipicao. I myself am a good modeler but a lousy skinner so I am not the one who could have answered this. I think Chipicao's solution works for you all. myself I'll have a good friend skin my torino when it's done.
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Re: Fast and the Furious 6:The Game .43 model format.

Post by REDZOEU »

Well chipicao, i'm quite lost on how to open or convert the tex file. I downloaded PVRTexTool (on installer, i untick everything except PVRTexTool), and tried to drag and drop the .tex file or open it. It says that it's not recognized.
Sorry, i'm not that familiar with file headers or complex texture compression format. All i do is convert cars to other games so, yeah. :\
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Re: Fast and the Furious 6:The Game .43 model format.

Post by Chipicao »

I tried to come up with a simple guide but I can't. Not because it's difficult, but because you need some information from the unity image header in order to find the right texture format.

So instead I'm uploading all textures from the game here: http://www.mediafire.com/download/c00jh ... w/maps.rar
Let me know if you have any trouble with them.
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: Fast and the Furious 6:The Game .43 model format.

Post by REDZOEU »

Chipicao wrote:I tried to come up with a simple guide but I can't. Not because it's difficult, but because you need some information from the unity image header in order to find the right texture format.

So instead I'm uploading all textures from the game here: http://www.mediafire.com/download/c00jh ... w/maps.rar
Let me know if you have any trouble with them.
Whoa bro, can't believe you went through all that trouble to get the textures of the game for the community. Your work will be very much appreciated. Thanks :)
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Re: Fast and the Furious 6:The Game .43 model format.

Post by glcat »

Chipicao wrote:I tried to come up with a simple guide but I can't. Not because it's difficult, but because you need some information from the unity image header in order to find the right texture format.

So instead I'm uploading all textures from the game here: http://www.mediafire.com/download/c00jh ... w/maps.rar
Let me know if you have any trouble with them.

bro,that is allsome,thank you very~~~~veyr~~~~~much , it works good for me,
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