Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Import Tuner Challenge [XBOX360]
- blackracer
- advanced
- Posts: 51
- Joined: Sat Jun 27, 2015 1:20 pm
- Has thanked: 30 times
- Been thanked: 49 times
Re: Import Tuner Challenge [XBOX360]
Yes, for me it doesn't seem difficult, I rely on models and features of cars, it will not be easy for other users to do, who do not understand car parts and specs.REDZOEU wrote:So far, did you search the texture manually for the models?
-
- mega-veteran
- Posts: 177
- Joined: Wed Mar 02, 2011 10:38 pm
- Has thanked: 10 times
- Been thanked: 58 times
Re: Import Tuner Challenge [XBOX360]
This is why i was surprised you got any of them in the first placeblackracer wrote:Yes, for me it doesn't seem difficult, I rely on models and features of cars, it will not be easy for other users to do, who do not understand car parts and specs.REDZOEU wrote:So far, did you search the texture manually for the models?
-
- mega-veteran
- Posts: 177
- Joined: Wed Mar 02, 2011 10:38 pm
- Has thanked: 10 times
- Been thanked: 58 times
Re: Import Tuner Challenge [XBOX360]
Hmm what's this?
http://zenhax.com/viewtopic.php?t=1013
http://zenhax.com/viewtopic.php?f=9&t=957
The answer to figuring out what files are what might come from the above 2
viewtopic.php?f=16&t=12775
Is this the same game/format?
http://zenhax.com/viewtopic.php?t=1013
http://zenhax.com/viewtopic.php?f=9&t=957
The answer to figuring out what files are what might come from the above 2
viewtopic.php?f=16&t=12775
Is this the same game/format?
- 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: Import Tuner Challenge [XBOX360]
I don't know what to say about the zenhax webs, but for the xentax one, probably not. I haven't touched the game files since 2015JohnHudeski wrote:Hmm what's this?
http://zenhax.com/viewtopic.php?t=1013
http://zenhax.com/viewtopic.php?f=9&t=957
The answer to figuring out what files are what might come from the above 2
viewtopic.php?f=16&t=12775
Is this the same game/format?
- blackracer
- advanced
- Posts: 51
- Joined: Sat Jun 27, 2015 1:20 pm
- Has thanked: 30 times
- Been thanked: 49 times
Re: Import Tuner Challenge [XBOX360]
JohnHudeski
The first topic is my way on zenhax we were able to extract files from the archives. Wangan Midnight uses a completely different structure and file formats.
At the moment I'm analyzing structure of the course map.
The first topic is my way on zenhax we were able to extract files from the archives. Wangan Midnight uses a completely different structure and file formats.
At the moment I'm analyzing structure of the course map.
-
- mega-veteran
- Posts: 177
- Joined: Wed Mar 02, 2011 10:38 pm
- Has thanked: 10 times
- Been thanked: 58 times
Re: Import Tuner Challenge [XBOX360]
The course map should be the same as the regular models for the most part. This is what I believe
We need to figure out how files cross reference each other
Eg how a model id's its texture from an xpr file
Kengo might be an older game than import tuner so maybe it is a bit more naive in implementation (still similar to the PS2)
here is a scene file script
I was able to recreate the level with the exception of objects (OBJ_....) as there was no instruction on where to place them
and Light cos I could not understand what values were color or rotation but i could figure out directional and point light
lastly i could not figure out wat -P1 or -Z0 meant
If i could a file like this in import tuner then the tracks are done
We need to figure out how files cross reference each other
Eg how a model id's its texture from an xpr file
Kengo might be an older game than import tuner so maybe it is a bit more naive in implementation (still similar to the PS2)
here is a scene file script
Code: Select all
# STG_06_TONSHO
SCENE "STG_06_TONSHO_BG" "-P3" "-Z0" # ‚a‚f
SCENE "STG_06_TONSHO_GROUND" "-P3" "-Z0" # ’n–Ê
SCENE "STG_06_TONSHO_GROUND_01" "-P3" "-Z0" # ’n–Êi’ëj
SCENE "STG_06_TONSHO_NIWA" "-P2" "-Z0" # ’ë
SCENE "STG_06_TONSHO_WATER" "-P2" "-Z0" # …–Ê
SCENE "STG_06_TONSHO_GRASS" "-P2" "-Z0" # ‘
SCENE "STG_06_TONSHO_HEI" "-Z0" # •»ˆÍ‚¢
SCENE "STG_06_TONSHO_MON" "-P1" "-Z0" # –å
SCENE "STG_06_TONSHO_TATEMONO" "-P1" "-Z0" # “ÔŠŒš•¨
SCENE "STG_06_TONSHO_TATEMONO_01" "-P1" "-Z0" # “ÔŠŒš•¨
SCENE "STG_06_TONSHO_TATEMONO_02" "-P1" "-Z0" # “ÔŠŒš•¨
SCENE "STG_06_TONSHO_TATEMONO_03" "-P1" "-Z0" # “ÔŠŒš•¨
SCENE "STG_06_TONSHO_TATEMONO_BG" "-P1" "-Z0" # Žü•ÓŒš•¨
SCENE "STG_06_TONSHO_KOMONO" "-Z0" # ¬•¨
SCENE "STG_06_TONSHO_KOMO_A" "-Z0" # ¬•¨(“§–¾j
SCENE "STG_06_TONSHO_MOTION" "-Z0" # “®‚ƒ‚ƒfƒ‹iŠøj
SCENE "STG_06_TONSHO_MOTION_01" "-Z0" # “®‚ƒ‚ƒfƒ‹iŽ÷–Øj
SCENE "STG_06_TONSHO_MOTION_02" "-Z0" # “®‚ƒ‚ƒfƒ‹iƒRƒCj
SCENE "STG_06_TONSHO_SHADOW" "-Z0" # ‰e—pƒ‚ƒfƒ‹
SCENE "STG_06_TONSHO_KAGE_A" "-Z0" # ‰e—pƒ‚ƒfƒ‹
SCENE "STG_06_TONSHO_KAGE_B" "-Z0" # ‰e—pƒ‚ƒfƒ‹
SCENE "STG_06_TONSHO_FOGCUT" "-Z0" # ƒtƒHƒOƒJƒbƒgƒ‚ƒfƒ‹
SCENE "STG_06_TONSHO_DOOR" "-Z0"
SCENE "STG_06_TONSHO_CHUN" "-Z0" # B
TEXTURE "TON_ALL"
SOUND "SOUND_06_TONSHO" # ŠÂ‹«‰¹
OBJ "OBJ_TON_HEI_WOOD"
OBJ "OBJ_TON_SHOUJI_A"
OBJ "OBJ_TON_SHOUJI_B"
OBJ "OBJ_TON_OKE_A"
OBJ "OBJ_TON_OKE_B"
OBJ "OBJ_TON_ANDON_A"
OBJ "OBJ_TON_ANDON_B"
#LIGHT "STG_06_TONSHO_LIGHT" # ƒ‰ƒCƒg
LIGHT "TONSHO_LIGHT"
RAIL "RAIL_06_TONSHO" # ƒŒ[ƒ‹
STATE "STG_06_TONSHO_STATE" # ƒGƒfƒBƒbƒgƒf[ƒ^
HIT "HIT_06_TONSHO.HIT" # ƒqƒbƒg
CAMERA "CAM_06_TONSHO.KCF" # ƒJƒƒ‰
# EOF
I was able to recreate the level with the exception of objects (OBJ_....) as there was no instruction on where to place them
and Light cos I could not understand what values were color or rotation but i could figure out directional and point light
lastly i could not figure out wat -P1 or -Z0 meant
If i could a file like this in import tuner then the tracks are done
- 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: Import Tuner Challenge [XBOX360]
Any new progress here? I'm dying to check out all car models and their tuning parts from this game. If track support has a long way to go, we'll just have to wait until someone's willing enough to help us, or else this project is never going to be completed
Last edited by REDZOEU on Sun Mar 26, 2017 5:37 pm, edited 1 time in total.
Re: Import Tuner Challenge [XBOX360]
Is there any progress i would love my hands on the ae86 levin/trueno files for bodykits etc.
-
- mega-veteran
- Posts: 177
- Joined: Wed Mar 02, 2011 10:38 pm
- Has thanked: 10 times
- Been thanked: 58 times
-
- ultra-n00b
- Posts: 5
- Joined: Sun Apr 24, 2016 12:18 pm
- Been thanked: 4 times
Re: Import Tuner Challenge [XBOX360]
The original road texture & shader where terrible, hated them. Also the genki decals on highway walls ruined a bit the visuals. Would it be possible to modify and compress back to play in the xbox but with modified resources? I know it would need a chiped console tho.
- 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: Import Tuner Challenge [XBOX360]
Unfortunately, this project is on hold until blackracer comes back. I've sent him a pm but i've never heard from him since. The tool is almost ready though.