Yes, all LODs and all body kits will be imported with full hierarchy:
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Search found 465 matches
- Fri Jan 09, 2015 10:51 pm
- Forum: 3D/2D models
- Topic: NFS No Limits
- Replies: 113
- Views: 39816
- 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...
- 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.
Thanks for the feedback though.
- Wed Jan 07, 2015 11:48 pm
- Forum: 3D/2D models
- Topic: NFS No Limits
- Replies: 113
- Views: 39816
- 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
- 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...
- 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.
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.
- 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
See if you can find any of these:
19CD0EB44C03139B.mesh
1CE0A14DDF140EB4.mesh
2CC9EB3FD7A5CE85.mesh
46C02028E0E874B9.mesh
- 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.
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.
- 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?
You got it right the first time, run from outside graphics folder.
Are you sure you extracted vehicles.dat using my filelist?
- 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
- 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...
- 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
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.
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.
- 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...
- 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 ...