And i too have been doing this manually. So i do hope for a release.
![Smile :)](images/smilies/[colon]).gif)
It's not the only problem the williams have. door miscaled, hard part to disasemble from multiple LOD...zimex25 wrote:I have problem with one of part (Renault Clio Williams)
Wow great to hear that. Will it also split mesh in LODs like ForzaStudio ?zerozone wrote:Hi guys, I was reading this thread for a while but this is my first post, I think you are making an awesome work
I'm trying to make a tool through Houdini engine that can automatically process the cars, scaling and placing the parts, assigning materials and textures, fixing UVs, creating and placing wheels, calipers etc..
The end result will be a car configurator that would let you decide what parts you want (hoods, bumpers...) and give you a clean perfect mesh
My problem now is that I can't make anything work :/ probably I'm doing something wrong, I'm getting problems with bones on every car
I would love if someone can tell me how to do it, or direct me to some tutorial
Thank you very much guys!!!!
yep TomWin, actually it already do it, also select what model you want for each part, like hood, bumpers, wings...Wow great to hear that. Will it also split mesh in LODs like ForzaStudio ?
Hi and welcomezerozone wrote:Hi guys, I was reading this thread for a while but this is my first post, I think you are making an awesome work
It's sounds very good, except that you do it silently "in underground", because you can save hours of work for us...I'm trying to make a tool through Houdini engine that can automatically process the cars, scaling and placing the parts, assigning materials and textures, fixing UVs, creating and placing wheels, calipers etc..
...
actually it already do it, also select what model you want for each part, like hood, bumpers, wings...
now I need the skeleton to place the parts and be able to animate open/close dors and others....
the idea is to have it working exactly like in the game
There are many other tools that extract models with UV's and skeletons and correctly scaled, but are all private, I hope this will not be another one of themAndrakann wrote:Hi and welcomezerozone wrote:Hi guys, I was reading this thread for a while but this is my first post, I think you are making an awesome work
It's sounds very good, except that you do it silently "in underground", because you can save hours of work for us...I'm trying to make a tool through Houdini engine that can automatically process the cars, scaling and placing the parts, assigning materials and textures, fixing UVs, creating and placing wheels, calipers etc..
...
actually it already do it, also select what model you want for each part, like hood, bumpers, wings...
now I need the skeleton to place the parts and be able to animate open/close dors and others....
the idea is to have it working exactly like in the game
Anyway, for skeleton you'll need to process CAR\scene\CAR_skeleton.gr2 files, most of tools for other games make it through using a granny2.dll directly for import.
Maybe here's another way exist - CAR\CAR.carbin seems to have information for linking of bones inside, but it's not explored atm.
CAR\scene\CAR_skeleton.modelbin looks pretty useless for any case, it's just a copy of skeleton available in every other modelbin for that car.
Btw, do you plan to share your tool?
Of course the idea is to share the tool, would be really selfish to take what the people is sharing here and make something for myself out of itAndrakann wrote: It's sounds very good, except that you do it silently "in underground", because you can save hours of work for us...
Anyway, for skeleton you'll need to process CAR\scene\CAR_skeleton.gr2 files, most of tools for other games make it through using a granny2.dll directly for import.
Maybe here's another way exist - CAR\CAR.carbin seems to have information for linking of bones inside, but it's not explored atm.
CAR\scene\CAR_skeleton.modelbin looks pretty useless for any case, it's just a copy of skeleton available in every other modelbin for that car.
Btw, do you plan to share your tool?
Glad to hear the news, good luck!zerozone wrote:Of course the idea is to share the tool, would be really selfish to take what the people is sharing here and make something for myself out of itAndrakann wrote: It's sounds very good, except that you do it silently "in underground", because you can save hours of work for us...
Anyway, for skeleton you'll need to process CAR\scene\CAR_skeleton.gr2 files, most of tools for other games make it through using a granny2.dll directly for import.
Maybe here's another way exist - CAR\CAR.carbin seems to have information for linking of bones inside, but it's not explored atm.
CAR\scene\CAR_skeleton.modelbin looks pretty useless for any case, it's just a copy of skeleton available in every other modelbin for that car.
Btw, do you plan to share your tool?
Andrakann I'm trying to download the tools to export the skeletons, but they are no longer available, maybe you can give me a working link? (PM)
I don't have much time to work on this tool, only on weekends, right now I'm focus on the basic outside car parts, as long as the parts names are the same on all models it will work perfectly, if the names are too diferent it will take way more time
I'll try to put a video of how it works so far this weekend
Thank you again!
Can you send over your modified files/zip?SIDfixed wrote: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?
Also I have no idea about zip compression settings. I've just been dragging the modified files into the existing zip. I'll have a poke around though.