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V-Rally 3 ".g2d" & ".g3d"

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AMG
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V-Rally 3 ".g2d" & ".g3d"

Post by AMG »

Data is packed mostly in ".bnk" archives, which is extractable using TDU tools (TDU and VR3 were both made by Eden Games)
I've attached what pops out after the extraction, a ".g2d" file which I guess is texture related, and a ".g3d" which should be the 3D part of the package.
A guy said (here >>> viewtopic.php?p=97370#p97370) these can be already imported, but I don't know how, and which tools are needed.
I've attached both files, original ".bnk" package included, just in case.

http://www12.zippyshare.com/v/qu1KJPX5/file.html
Last edited by AMG on Sun Feb 21, 2016 5:33 pm, edited 1 time in total.
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Re: V-Rally 3 ".g2d" & ".g3d"

Post by shakotay2 »

well, you'll have to collect the faces of the submeshes somehow:
VR3_Cordoba.JPG
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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: V-Rally 3 ".g2d" & ".g3d"

Post by shakotay2 »

using triangle strips it looks kinda better: :D
Cordoba_TriStrips.JPG
I'd think about creating a Make_H2O project but it would take too much time, I guess.
(As you may know in most cases I go for the first submesh only.)

Here the chassis could be done easily provided all models share the same format, FVF= 12 bytes, tristripped face indices (do they?).

The mesh is marked by 'GEOM' so its start is easy to be found.
But I don't know where to find the vertex count(s). For the first 6 (or 7) submeshes it should be 2802 or 2844 (0xB1C) in sum.

Also didn't check for uvs so far.
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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: V-Rally 3 ".g2d" & ".g3d"

Post by shakotay2 »

just another lifetime wasting project? :D
There are about 77 VFX objects with 147 submeshes (in sum).

I won't bother finding out the hierarchy ('HIER' sections), position offset can be found here, maybe, or in 'OBJ' sections.

I'll upload a tiny exporter sooner or later which will not care for positions, I guess:
Cordoba_VXF.JPG
(upps, forgot about uvs, should be in UVF sections, nice format, though :D )

(Did you try out a 3D ripper? From what I saw with 'Ride' (PC) it does not make sense
to dig in the hex data if you can get the model with a ripper.)
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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: V-Rally 3 ".g2d" & ".g3d"

Post by AMG »

Yes, I've tried and the rip was screwed, something between the first pic and the second pic you posted
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Re: V-Rally 3 ".g2d" & ".g3d"

Post by shakotay2 »

Automotive Gaming wrote:Yes, I've tried and the rip was screwed,
well, no surprise. :D
There's some problems with analysing, too many missing objects, some missing faces though I've made some progress:
cordoba.JPG
(I know there's people on Xentax who could handle this better but I remember only one of them who cared for cars.)
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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: V-Rally 3 ".g2d" & ".g3d"

Post by shakotay2 »

I managed to include the missing objects:
Cordoba_Lods.JPG
(The uvs are a little bit refractory though they're floats.
When entering the parameters into hex2obj and clicking the 'UVs' button
after having loaded Cordoba.g3d you'll see what I mean.)

Well, I could tell you that the uvs for this submesh probably start at 0x65818 with an UVB size of 8.

But you won't believe me that I found it by trial&error, will you? :D
It's an offset of vertexcount*16 to the supposed original start address 0x634A8, ok.
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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: V-Rally 3 ".g2d" & ".g3d"

Post by shakotay2 »

finally I got the uvs working somehow:
Cordoba_uvs.JPG
(No time to check the first texture set.)
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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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