I trying get it work on Unity Editor. but it seems it's missing it's Interiors. and few texture UV is wrong.
Thanks,
![Image](http://i.imgur.com/JWkzuAm.png)
A lot of textures are tiled and tiling info is contained in the material settings.minime891 wrote: I have come across a UV that doesn't seem to be restricted to the UV box. The trunkBay_a__SLOD for the Range Rover SVR.
Has any one else seen this with SLOD parts?
Tiling is done when the UV expands out of the UV box so i am not sure what you mean there.SoniKalien wrote:A lot of textures are tiled and tiling info is contained in the material settings.minime891 wrote: I have come across a UV that doesn't seem to be restricted to the UV box. The trunkBay_a__SLOD for the Range Rover SVR.
Has any one else seen this with SLOD parts?
SIDfixed wrote:I've been searching high and low for a thread like this. Thank goodness I found you guys.
I'm just doing part swaps between cars in FH3, and I've gone over the previously posted hex code translations very thoroughly, but I still can't figure out which parts of the code to copy between .modelbin files to get it to work. I've gone over every file in each car's .zip and the gamedb to see what determines just assigning a particular part filename to each upgrade (I want to swap exhausts) but arrived at more game crashes and bugs. There isn't any reference to exhaust_a.modelbin anywhere.
Main difference between exhaust_a.modelbins for different cars is Skeleton entry. It's the same for all modelbins in car folder (or zip), so, you'll need to put Skel from old part to new one.SIDfixed wrote:I'm just doing part swaps between cars in FH3, and I've gone over the previously posted hex code translations very thoroughly, but I still can't figure out which parts of the code to copy between .modelbin files to get it to work. I've gone over every file in each car's .zip and the gamedb to see what determines just assigning a particular part filename to each upgrade (I want to swap exhausts) but arrived at more game crashes and bugs.
Alright, this seems logical. I didn't know if skeleton alone was what needed to be changed, but I did notice different skel references between cars. So far it's just been pasting the other blocks over to see what works. I'll give it a shot soon, thanksAndrakann wrote:Main difference between exhaust_a.modelbins for different cars is Skeleton entry. It's the same for all modelbins in car folder (or zip), so, you'll need to put Skel from old part to new one.
Would be easy enough, if new part have same or bigger Skel entry (in bytes) and more difficult if smaller - you'll need to change all adressing in Grub header after Skel entry in this case, because modelbin change it's size to bigger.
Also you need to check all links to swatchbins inside new exhaust_a.modelbin and copy those swatchbins to modified car folder too (only for "local" swatchbins, not for cars\_library\ ones).
And there's a big chance that you'll get new exhaust somewhere behind or inside car body, if length of cars is differs heavily.
Just my thoughs.
Without error messages or logs?SIDfixed wrote:to be met by crushing defeat at the loading screen. So many tears
Andrakann wrote:Without error messages or logs?SIDfixed wrote:to be met by crushing defeat at the loading screen. So many tears
It says compression wrong, are you sure you using the same zip compression as in game?SIDfixed wrote:This was the first thing to pop up, then it comes up with impactmask.swatchbin and so on.
Using an extracted folder I was met with this:Andrakann wrote:It says compression wrong, are you sure you using the same zip compression as in game?SIDfixed wrote:This was the first thing to pop up, then it comes up with impactmask.swatchbin and so on.
And what about using extracted folder instead of zip?
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body_a.modelbin
-> swatchbin entries (direct swatchbin texture)
-> materialbin entries (reference to material container)
-> shaderbin entries
-> swatchbin entries
It would be handy for us who do have the complete fileszwrtron wrote: The tool release is pointless IMO, because requires large library of game files to work (22GB collection) so I'm not sure how this tool can come handy.
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BumperFa:
-screw013ao.swatchbin
-screw013nrm.swatchbin
etc.