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RaceRoom Racing Experience .kluns

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shakotay2
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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 »

I've updated the zip in the post as of Wed Jan 23, 2019 8:54 pm
@portoalto: thanks for reporting; some uvs for the cockpit are missing; need to care for it when I have more time
triebie wrote:one thing though:
the UV mapping has to be restored manually
What is the problem exactly? Concerning mirrored uvs: I usually don't touch them.
There might be some scaling required for the tx coords of some submeshes, but it's always annoying to find them in data, if any.
and some parts of the cockpits are distorted
and the UV mapping is broken.
If you uploaded a sample with that error I could have a look at, but not too soon. :)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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portoalto
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Re: RaceRoom Racing Experience .kluns

Post by portoalto »

I downloaded the version you posted on the 23rd and the errors disappeared.

Take your time.
Before you did this tool we had nothing of this game, now we have something.

Thank you
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Re: RaceRoom Racing Experience .kluns

Post by triebie »

@Shakotay2

sorry, my fault, it´s not the UV mapping.
only some cockpit parts are distorted(see photo)

Image

what i mean is, that all faces are are shown up.
If you use some cube shaders, you have to manually adjust the lightnig angle to see the shaders correctly.
i will post some photos later to show it.
Last edited by triebie on Sat Jan 26, 2019 4:51 pm, edited 1 time in total.
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Re: RaceRoom Racing Experience .kluns

Post by zimex25 »

But UV mapper is destroyed in Porsche 934 interior. Check the seat. It is line.
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shakotay2
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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 »

yep, there's different FVFsizes, from 8 to 32 (n x 8 ), 48, 56 and 60 bytes
and for sake of simplicity I used 20 as an uv offset only (very ugly!)

But there's another caveat of different uv formats.

This is a workaround for uvs of interiors, submeshes with an FVFsize of 16 or 60 bytes:
Make_obj-RR RacExp.zip
(2nd exe fixes submeshes of Ferrari P4_5 Competizione, some uvs still broken)

Porsche 935, interior, steeringwheel uvs still broken (FVFsize=8)
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Last edited by shakotay2 on Thu Jan 31, 2019 9:46 pm, edited 2 times in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: RaceRoom Racing Experience .kluns

Post by triebie »

that did the trick, perfect !!!!
THX a ton!

Image
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Re: RaceRoom Racing Experience .kluns

Post by zimex25 »

I found bug. When I tried open kluns of P4/5 I saw this message: https://imgur.com/qqy0ljT When I click "ok", Make_obj has been stoped. This is kluns files of P4/5: http://www.mediafire.com/file/0643ip52d ... izione.rar
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shakotay2
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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 »

yeah, after submesh 26 the trouble begins :cry:
Ferrari P4_5.jpg
This will take some time to fix.

I don't have a clue how to detect the issue automatically.

edit: Ferrari P4_5 submeshes fixed: viewtopic.php?f=16&t=19347&p=147985&hil ... ri#p147985
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: RaceRoom Racing Experience .kluns

Post by triebie »

just to give another quick feedback.
all the cars i extracted are working perfectly!
one small bug though, the uv mapping of the lightglow meshes are distorted like the cockpit i posted earlier above.

and one question from my side:
are you further working on optimizing that tool?
it would be great to be able to rip the tracks as well, but that only makes sense if you can assign the materials and textures accordingly.

anyway, thanks again for this great little tool!
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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 »

triebie wrote:all the cars i extracted are working perfectly!
thanks! Good to hear. :)
one small bug though, the uv mapping of the lightglow meshes are distorted like the cockpit i posted earlier above.
Which car, which submesh (SM_xx)?
(For meshes with an FVFsize of 8 or 12 didn't find the uv data so far.)
are you further working on optimizing that tool?
I'll try to fix severe bugs if any.
it would be great to be able to rip the tracks as well,
Seems tracks are too big to download for me. But maybe you could cut of the first block of about 50 MB and upload it?
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: RaceRoom Racing Experience .kluns

Post by triebie »

https://www.dropbox.com/s/7awzizy7n20dp ... 78.7z?dl=0
here you have a sample from the TCR car Peufeot 308.
but it is the same for every other car.
those meshes should have the lights texture uv mapped for getting the lightglows.

about the tracks, sorry, don´t know how to cut a track into pieces and/or using a hex editor??
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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 »

triebie wrote: those meshes should have the lights texture uv mapped for getting the lightglows.
yeah, but I don't know how to solve it atm:
sm_78.png
about the tracks, sorry, don´t know how to cut a track into pieces and/or using a hex editor??
It's simple: use a hexeditor, HxD for example, load the file, edit
select block
copy

File new
edit, paste write
then File save

or look here: viewtopic.php?f=16&t=19347&p=147857&hil ... ck#p147857
(ignore the "try to load it into make_obj")
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: RaceRoom Racing Experience .kluns

Post by felixthecat »

Hey guys
how to decompress dds files?
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Re: RaceRoom Racing Experience .kluns

Post by felixthecat »

i´m joining in this journey too......
trying to remap the dds files in 3d models


how to decompress textures files
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Re: RaceRoom Racing Experience .kluns

Post by zimex25 »

felixthecat wrote: Fri Feb 22, 2019 2:40 am Hey guys
how to decompress dds files?
Use PVRTexTool, 3dSimEd or Photoshop with .dds plugin.
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