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Wangan Midnight [Need Help Reversing]

Post questions about game models here, or help out others!
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Takukun
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Re: Wangan Midnight [Need Help Reversing]

Post by Takukun »

Hmm but if we somehow manage to rotate it right would it be possible right? I just don't want to remap everything if I do it with SketchUp. There has to be a plugin or a script somewhere...
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Re: Wangan Midnight [Need Help Reversing]

Post by REDZOEU »

Nice work, Takukun! I tried lots of times ripping with Ninja Ripper, but i got lazy at moving the stuff, so yeah...

Also, SBZOC has even far more textures than WM (cmiiw) that makes it even more confusing to apply.

Someone from the GTA SA scene managed to rip the whole C1 map from SBZOC perfectly, and properly working in-game. If i understand Japanese, i might be able to ask him how he was able to do that.

Note: AFAIK, you need to apply all textures in every map parts, export them as models, and THEN you have to create a separate file for textures, which you need to name one by one according to the textures names. It has to be the same, or else it won't work. Either this Japanese guy has a lot of spare time, or he has some kind of method to do that more easily and/or efficiently.
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Re: Wangan Midnight [Need Help Reversing]

Post by AMG »

Takukun wrote:Hmm but if we somehow manage to rotate it right would it be possible right? I just don't want to remap everything if I do it with SketchUp. There has to be a plugin or a script somewhere...
You can rotate the pieces how much you prefer, but you will never have a perfect matching full track, and you also have to weld the pieces all together otherwise you would have holes between the pieces. It's not something I suggest to do, especially on long tracks.
A script to properly export the tracks is what is really needed to have the scenery in perfect conditions.
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Takukun
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Re: Wangan Midnight [Need Help Reversing]

Post by Takukun »

Thanks REDZOEU :) I'm gonna do this either way. The Ninjaripper one gets everything as it should be with the exception of some road signs and buildings + the car which is not needed (that's why I said it rips 80-90%). I also tried overlapping the 3D Ripper DX mesh to match the Ninjaripper one in an attempt to "add" the missing objects in 3DS Max but the outcome was horrible :P too much rotating and scaling required. At the very least I'll use it as reference and rebuild the missing models.

Yeah I saw that GTA SA map. It would be nice if we could get an answer yes :)
REDZOEU wrote:Note: AFAIK, you need to apply all textures in every map parts, export them as models, and THEN you have to create a separate file for textures, which you need to name one by one according to the textures names. It has to be the same, or else it won't work.
Sorry for my bad understanding but is this about SketchUp, 3DS Max or converting to GTA SA?

Also, is this blog yours? http://automotivebeautymods.blogspot.si ... tokyo.html
Because I got the inspiration from there :D
Automotive Gaming wrote:You can rotate the pieces how much you prefer, but you will never have a perfect matching full track, and you also have to weld the pieces all together otherwise you would have holes between the pieces. It's not something I suggest to do, especially on long tracks.
A script to properly export the tracks is what is really needed to have the scenery in perfect conditions.
Yes but in theory, say we can align two 3D Ripper DX captures with the Sketchup method, then we can do the rest and it would still be perfectly okay.. Or is the ripping program the one at fault?

Yes it's gonna be long, that's why I plan to save in multiple files containing sections (I don't even have enough RAM to render the whole track at once xD). Although the main purpose is to have another laser-scanned Shuto expressway piece which can be reworked or modeled after at a later time to match WM PS3 quality.
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Takukun
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Re: Wangan Midnight [Need Help Reversing]

Post by Takukun »

Okay I made some tests and i ripped the whole Minato Mirai course with minor errors (which can be fixed), the problem I'm facing is with the materials (as REDZOEU already said).

I have hundreds of objects which use the same diffuse map, but instead of using a single material they each use their own one with the same diffuse map. I need a script or a tool to merge duplicate materials which use the same textures. This way I can rename the textures faster at a later time.

Without a solution this will take months, if not years, as my spare time is diminishing.
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Re: Wangan Midnight [Need Help Reversing]

Post by AMG »

I usually solve that with Deep Exploration: collapse everything, then, right click on the 3D model, then "Tools > Remove Duplicated Materials"
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Re: Wangan Midnight [Need Help Reversing]

Post by Takukun »

Wow thanks, this does the trick :D
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Takukun
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Re: Wangan Midnight [Need Help Reversing]

Post by Takukun »

Image

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It's progressing slowly but steadily. What do you guys think?

EDIT: quick convert to GTA 4

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Re: Wangan Midnight [Need Help Reversing]

Post by SimRacer »

On behalf of the Assetto Corsa Community, you guys are doing great work over here, and we watch your progress with a keen eye. Sadly due to the ripped nature of the main track mesh we are not allowed to talk about it on the offical forum and Race Departement. But everyone and their dog is driving it :P

I'm sure some of you are active on both those forums, but just in case, a few links to the main track modding repositories:

http://www.assettocorsa.net/forum/index ... ips.27180/
http://www.assettocorsa.net/forum/index ... ers.10174/
http://www.assettocorsa.net/forum/index ... ost-807165

http://www.racedepartment.com/forums/as ... sions.414/

Keep up the good work
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Re: Wangan Midnight [Need Help Reversing]

Post by REDZOEU »

Thanks for letting us know, SimRacer :D

Takukun, i've been meaning to ask you, how do you convert that kind of map to GTA 4 so easily? Is there some kind of easy method of map converting for the game?
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Takukun
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Re: Wangan Midnight [Need Help Reversing]

Post by Takukun »

SimRacer thank you :D

REDZOEU I just followed some tutorial on youtube and it's pretty easy, I just don't know how I'll be able to convert the entire Minato Mirai area as it exceeds the world limits. Also, I have close to no experience with limit adjusters.

Some screenshots of the current progress:

Image

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Pretty close to finishing the ripping process of what NinjaRipper can capture, what follows will be much harder as it involves rebuilding the missing meshes.
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Re: Wangan Midnight [Need Help Reversing]

Post by blackracer »

Hello guys,
I found a method of compression Tokyo Xtreme Racer series archive files, please let us check it who have programming skills together
This is compressed method: http://www.oberhumer.com/opensource/ucl/
Python UCL https://github.com/jap/pyucl
This confirmation compression method:
Image

This example files Archive from ImportTunerChallenge [XBOX360]:
Main Archive: https://www.dropbox.com/s/4m71uqaqyqs4l ... D.DAT?dl=0
Looks contains the names: https://www.dropbox.com/s/61rzrm0b9gndt ... D.TOC?dl=0
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Re: Wangan Midnight [Need Help Reversing]

Post by Acewell »

QuickBMS supports that compression and there already exists a script for that game archive :D
http://aluigi.altervista.org/bms/tokyo_xtreme_racer.bms
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Re: Wangan Midnight [Need Help Reversing]

Post by blackracer »

Good news. I m using it and extracted archive
I have a progress with textures.
There was a question with models and extracting them into the 3d editor.

I created a theme from Import Tuner Challenge here: viewtopic.php?f=16&t=15644
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Takukun
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Re: Wangan Midnight [Need Help Reversing]

Post by Takukun »

I am sorry if this turns out to be nothing but still, I'm curious, what's this??

http://www.sb-x.jp/
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