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by Chipicao
Fri Jan 09, 2015 10:51 pm
Forum: 3D/2D models
Topic: NFS No Limits
Replies: 113
Views: 39816

Re: NFS No Limits

Yes, all LODs and all body kits will be imported with full hierarchy:
Image
by Chipicao
Thu Jan 08, 2015 9:39 pm
Forum: 3D/2D models
Topic: NFS No Limits
Replies: 113
Views: 39816

Re: NFS No Limits

Everything is fine once you use the correct vertex bias and scale: http://thumbnails109.imagebam.com/38009/73a119380080468.jpg Assigning groups will probably put everything together even better. UVs and normals are not missing, they are there and will be correctly loaded when everything else is read...
by Chipicao
Thu Jan 08, 2015 6:59 pm
Forum: Game Archive
Topic: The Crew fat/dat archives
Replies: 188
Views: 85010

Re: The Crew fat/dat archives

No, nothing like that. It was a silly issue that I fixed afterwards.

Thanks for the feedback though.
by Chipicao
Wed Jan 07, 2015 11:48 pm
Forum: 3D/2D models
Topic: NFS No Limits
Replies: 113
Views: 39816

Re: NFS No Limits

Faces are fine, at least for cars
Image

@Ferrari there are also some textures embedded in m3g files.

To be continued tomorrow, good night!
by Chipicao
Wed Jan 07, 2015 3:49 pm
Forum: 3D/2D models
Topic: NFS No Limits
Replies: 113
Views: 39816

Re: NFS No Limits

I only looked at it briefly, so "don't quote me on that" as they say :)
by Chipicao
Wed Jan 07, 2015 3:19 pm
Forum: 3D/2D models
Topic: NFS No Limits
Replies: 113
Views: 39816

Re: NFS No Limits

I looked into it last night. Files are gzipped with what looks like a small custom header. I didn't know Real Racing uses m3g as well, maybe it's the same format. EDIT: I checked, it's not the same. Real Racing 3 uses the old Java Mobile 3D Graphics API version 1, a format which is well known and do...
by Chipicao
Tue Jan 06, 2015 11:03 pm
Forum: Game Archive
Topic: The Crew fat/dat archives
Replies: 188
Views: 85010

Re: The Crew fat/dat archives

Oh, I see the problem now. Ekey updated his tool and files are now xbg instead of .mesh.

Re-download XBGmover and try again please.

You should also re-download my updated filelist; I've re-synced it with Ekey's latest release.
by Chipicao
Tue Jan 06, 2015 10:22 pm
Forum: Game Archive
Topic: The Crew fat/dat archives
Replies: 188
Views: 85010

Re: The Crew fat/dat archives

WTF? Do you have any .mesh files inside __Unknown?

See if you can find any of these:
19CD0EB44C03139B.mesh
1CE0A14DDF140EB4.mesh
2CC9EB3FD7A5CE85.mesh
46C02028E0E874B9.mesh
by Chipicao
Tue Jan 06, 2015 10:05 pm
Forum: Game Archive
Topic: The Crew fat/dat archives
Replies: 188
Views: 85010

Re: The Crew fat/dat archives

Ok.. :|

Let's try something else. I included in the archive a cmd file that should move all the car files I found. Just run it, no need for the exe.
by Chipicao
Tue Jan 06, 2015 9:51 pm
Forum: Game Archive
Topic: The Crew fat/dat archives
Replies: 188
Views: 85010

Re: The Crew fat/dat archives

Try it now.

You got it right the first time, run from outside graphics folder.
Are you sure you extracted vehicles.dat using my filelist?
by Chipicao
Tue Jan 06, 2015 6:15 pm
Forum: 3D/2D models
Topic: Game import MAXScripts & tools
Replies: 312
Views: 219558

Re: Game import MAXScripts

You might want to check this, maybe it will help in some way: viewtopic.php?p=102641#p102641
by Chipicao
Tue Jan 06, 2015 6:14 pm
Forum: Game Archive
Topic: The Crew fat/dat archives
Replies: 188
Views: 85010

Re: The Crew fat/dat archives

Here is another little tool I made a few weeks ago that might come in handy: XBGmover It only works for vehicles and it's just a way to group mesh files belonging to the same car. Actual file paths may be different (if we ever find them). Usage: - extract only vehicles.dat/fat with Ekey's tool and m...
by Chipicao
Tue Jan 06, 2015 5:49 pm
Forum: 3D/2D models
Topic: Game import MAXScripts & tools
Replies: 312
Views: 219558

Re: Game import MAXScripts

There are no internal mesh names! Mwuahahaha :twisted:
Sorry. The format does does have names for dummy nodes, which I see I forgot to apply, but even those are null strings in The Crew.

The script will probably get a refresh soon to allow multiple file import and LOD selection.
by Chipicao
Sun Jan 04, 2015 4:08 pm
Forum: 3D/2D models
Topic: Various UV representations
Replies: 8
Views: 2995

Re: Various UV representations

Negative values for UV coordinates are not unheard of. Yes, in most cases they range from 0 to 1.0, but for example the artist could scale the UV for a tiled texture and not care if it gets negative coordinates. Other times the whole UV may be shifted by a multiple of +/-1.0, as you can see in my th...
by Chipicao
Sun Jan 04, 2015 10:30 am
Forum: 3D/2D models
Topic: Various UV representations
Replies: 8
Views: 2995

Re: Various UV representations

They are definitely half floats, I don't know how you missed them. Are you sure you tried reading them as big endian halves and not little endian? Here is U #20 - type 14 - 1558 vertices: http://thumbnails111.imagebam.com/37868/1940e5378677553.jpg UV #1 - type 15 - 439 vertices - this could be your ...