I need help to extract these files, or at least load the motorcycle models into MAX or any other program (but i prefer MAX).
The game uses .PAC files entirely for model files, and .PAF for sound (maybe?)
Well, if someone is willing to help me, these are the files :
http://www.mediafire.com/download/r4udi ... toClub.zip
The ZIP includes both .PAF and .PAC files. Good luck to the ones who's willing to help
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Motorcycle Club .PAC files
- shakotay2
- MEGAVETERAN
- Posts: 4285
- Joined: Fri Apr 20, 2012 9:24 am
- Location: Nexus, searching for Jim Kirk
- Has thanked: 1147 times
- Been thanked: 2242 times
Re: Motorcycle Club .PAC files
rename *.pac to *.7z for example and unpack the contained *.tmp file.
Used hex2obj (view link in my sig) to extract one submesh (of ten?): Normals might be no normals (other than stated).
As you might know I always ignore them to keep things simple with hex2obj.
(If required let them to be autocalculated by blender for example.)
Used hex2obj (view link in my sig) to extract one submesh (of ten?): Normals might be no normals (other than stated).
As you might know I always ignore them to keep things simple with hex2obj.
(If required let them to be autocalculated by blender for example.)
You do not have the required permissions to view the files attached to this post.
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?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
- REDZOEU
- veteran
- Posts: 151
- Joined: Thu Mar 10, 2011 8:03 am
- Location: Jakarta, Indonesia
- Has thanked: 74 times
- Been thanked: 50 times
- Contact:
Re: Motorcycle Club .PAC files
Whoa nice. Gonna try this tomorrow (since it's late here and i still have exams tmr)
Btw, i'm kinda confused on how this hex2obj tool works, and i have no knowledge in hex numbers too .-.
Btw, i'm kinda confused on how this hex2obj tool works, and i have no knowledge in hex numbers too .-.
- shakotay2
- MEGAVETERAN
- Posts: 4285
- Joined: Fri Apr 20, 2012 9:24 am
- Location: Nexus, searching for Jim Kirk
- Has thanked: 1147 times
- Been thanked: 2242 times
Re: Motorcycle Club .PAC files
After your exams trying out the hex2obj tutorial sample should gonna going to be rather relaxing...REDZOEU wrote:Whoa nice. Gonna try this tomorrow (since it's late here and i still have exams tmr)
Btw, i'm kinda confused on how this hex2obj tool works, and i have no knowledge in hex numbers too .-.
well, hex numbers, this could appear to be a "plot stopper"
Other than the decimal system with a base of ten there's 16 "numbers"
in the hexadecimal system: 0,..,9,A,B,C,D,E,F (with a preceeding 0x to indicate that we have a hexedecimal number).
But it's not too hard - you only should know how to convert between the two systems:
0x100 = 256 for example
(you could use windows' calculator.exe)
Last not least be informed that hex2obj is intended to be a helper tool
for a quick format reversing. It's not a one-click-solution.
Once you know how to get a (sub) mesh it would make sense
to create a maxscript for importing models.
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?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"