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Moto Racer 1 files

Posted: Tue Feb 16, 2010 11:16 pm
by kekko
Hi,

Moto racer is one of my favourite arcade games of all times, it was colorful and fast, and I really enjoyed it when it came out.
Image Image

I would like to start studying its data files, for a project involving a simple 3d engine in OpenGL.
There are two main kinds of files in the game:
- BKF, archive files, they contain audio/textures/meshes data (the contained files need to be reversed, too)
- TRK files, I guess they contain the 3d geometry of the tracks, not sure about the textures, I guess they're in the respective bkf file.

I was wondering if anyone has some specification on moto racer 1 data files, so I don't have to reinvent the wheel.
That's the link to the playable demo, just in case you need it.

Thank you!!!

Re: Moto Racer 1 files

Posted: Sat Feb 20, 2010 1:28 pm
by Mr.Mouse
Check out the info at Game File Format Central
http://wiki.xentax.com/index.php/Motoracer

Re: Moto Racer 1 files

Posted: Sat Feb 20, 2010 5:48 pm
by kekko
Thank you Mr.Mouse.
actually the .bkf files were not a problem, I was more interested in the files contained in them. that's what I noticed up to now:
.lez: splash screens (look like targa images with modified header?)
.raw: track textures (raw image data, they open with PS)
.3df: meshes (seem just a raw vertex list followed by the face list)
.map: objects textures (one for every .3df ?)
.wav: sound files (NOT in the standard wave file format "RIFF wavefmt")
and many others.
I need to decode the files above (raw and 3df were easy).
Moreover, there are the .trk files, which appear to be a bit more complicated than the simple 3df meshes.
Here's a sample of trk file (136kb 7z file)

Any help would be appreciated :)
bye!

Re: Moto Racer 1 files

Posted: Tue Apr 21, 2020 5:55 pm
by qwertadf
Hi, I managed to convert these .3df files to .obj. There is link for my tool.
https://github.com/filipalac/3df2obj
Sorry for reviving old thread but it shows up when you google for motoracer 1 files. Maybe it will help someone in future.