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Wangan Midnight [Need Help Reversing]

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

Post by Machinedramon »

iirc the site was https://gbatemp.net/threads/release-pok ... ck.426437/
and yeah, .mdl files are gzip compressed, with 7zip you should be able to unpack wmmt5, then you get .mdl files again, those need to be stripped into the nuds, for that you need to use csplitb, the python one should be the easiest for use, when splitted using the Nud header, you get all the nud files per mdl, those then need to be imported, in this case to 3ds max using the script that these tools provide.... :D
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Re: Wangan Midnight [Need Help Reversing]

Post by Mati »

hi anyone have orginal fbx model wmmt5 or wm ps3 map ?
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Re: Wangan Midnight [Need Help Reversing]

Post by StarGTS »

Is there no version for GTA SA?
Why are these projects not successful? For SA it would be a perfect map
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Last edited by highwaywarrior on Fri Aug 04, 2023 4:34 pm, edited 1 time in total.
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Re: Wangan Midnight [Need Help Reversing]

Post by mea »

StarGTS wrote: Sun May 03, 2020 11:24 am Is there no version for GTA SA?
Why are these projects not successful? For SA it would be a perfect map
i can do it for MTA SA all i need is just the 3d model and textures i can generate col from it
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Re: Wangan Midnight [Need Help Reversing]

Post by mea »

wood5578 wrote: Sat Nov 10, 2018 8:30 am
trawa wrote:https://cdn.discordapp.com/attachments/ ... 8/woah.PNG
WMMT5 files but all of them are in .MDL, nothing I've tried worked so far, looks like they're encrypted. :eek:

I'm not coding-savy at all so well, asking for help. Let your friends and friends of friends know. If we crack this open, we can get the C2 line, Osaka and Yaesu in proper quality.
I managed to figure out the model system they used for WMMT5. Turns out the .mdl (for cars) and .bin (for tracks) are actually containers for .nud files.

Image

I tried it on the Fairlady (Z31) by manually splitting out a few basic nud and import it with Pokken Nud import Maxscript and it imports it properly.

Image
Image

Did the same process on C1 Section 1 and it works too

Image

What we need now is a tool that can unpack these archive.
Some of the game files are gzipped, you have to extract them first, then you should be able to export the models properly. Some extracted files will have blank extension,you can either just leave it that way or add the same extension matching the original file.
so i just use the maxscript to import nud and it will import the 3d model with it ?
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Re: Wangan Midnight [Need Help Reversing]

Post by AMG »

mea wrote: Tue Jan 19, 2021 7:22 am
StarGTS wrote: Sun May 03, 2020 11:24 am Is there no version for GTA SA?
Why are these projects not successful? For SA it would be a perfect map
i can do it for MTA SA all i need is just the 3d model and textures i can generate col from it
https://www.gtainside.com/en/sanandreas ... xpressway/
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Re: Wangan Midnight [Need Help Reversing]

Post by mea »

yeah i saw that mod but it only has the c1 loop


also about the gta sa conversion i started it getting the models from some pages back and i did everything cutting doing vertex colors optimizing collisions but after i tested it ingame it seems that the full wangan map c1-belt lopp -bayshore -yokohane - minato does not fit in the gta sa world https://cdn.discordapp.com/attachments/ ... nknown.png
this is what it looks like if i reach the world limit

it can only fit like c1 + belt loop and half of yokohane and bayshore
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Re: Wangan Midnight [Need Help Reversing]

Post by TommyDev »

mea wrote: Thu Jan 28, 2021 9:04 pm yeah i saw that mod but it only has the c1 loop


also about the gta sa conversion i started it getting the models from some pages back and i did everything cutting doing vertex colors optimizing collisions but after i tested it ingame it seems that the full wangan map c1-belt lopp -bayshore -yokohane - minato does not fit in the gta sa world https://cdn.discordapp.com/attachments/ ... nknown.png
this is what it looks like if i reach the world limit

it can only fit like c1 + belt loop and half of yokohane and bayshore
Sadly I don't know anything about map creations for GTA SA, but where did you get the c1 loop/bayshore/yokohane/minato models from? Almost all download links seem to be dead as of now. Is there a way you could provide me with those files? Good luck with your conversion Project too.
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Re: Wangan Midnight [Need Help Reversing]

Post by nfm »

Hi TommyDev and others,

I know you asked me for the files, full source to C1 Rev6 including the FBX, .ini kn5 shader/material, and blender files can be found here: https://mega.nz/file/HhFlFSaD#4CRnI_hZQ ... ZMQLkWfr9U . Btw I have shared this in the past numerous times. Anyone can use to mod it or add additions on top of rev6.

If you want the full course search for Wangan Midnight PS3 [BLJM60028] ISO torrent, you can then extract the game resources with quickbms script or my TXRExtractor_gui_v0.1.exe tool (download at https://github.com/fatalhalt/TXRExtract ... s/tag/v0.1). It is also there that you can find the 3ds Max script to rip your own geometry/textures/materials from vanilla Wangan Midnight PS3. I should have done a "howto" writeup long time ago, I just pushed some changes to MaxScript https://raw.githubusercontent.com/fatal ... wmn/wmn.ms that I had laying around, with these new changes it will dump the kn5 .ini file (it will still need some basic search/replace fixup but after that it is ready for ksEditor).

And also there's the Shutoko Revival Project that has been going independent of me, I never looked deeply into nor got involved, I have been away doing other stuff, but recently I tried the "public test build" that's found on discord and ran into some decrypt error and map wouldn't load. So there's that. Well I hope I can play it once new update shows up.
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Re: Wangan Midnight [Need Help Reversing]

Post by mea »

no need to extract everything

here is the full ps3 map in sections and in .fbx format
have fun
https://drive.google.com/file/d/1fa-kiv ... sp=sharing

there is a problem in yokohane i remember one object had scaling problem and two objects had wrong rotations i might be wrong

here is the missing part https://cdn.discordapp.com/attachments/ ... n_part.zip you just need to scale this correctly

you can contact me in discord if the link is broken
mea#0401

btw i recently got hold of some wmmt 2 models i uploaded all of the models maps and cars and i already converted all of them to .fbx and fixed all the textures (except that one in hakone road_waki3) in discord wm emulation server #wm-modding pinned messages https://discord.gg/r3nbd4x
dont forget to check the readme.txt after you download the wmmt 2 models

but they are really really low poly and textures are like 124x124 so i suggest you get the wmmt 5 map its much better
maybe you can use the car models idk

and also i had some luck with battle gear 4 car models i was able to import them into 3ds max successfully and they only had some opacity issues but other than that they are amazing
here is how you do it

1 after you find the car models they will be in .rws format you need to download RWanalyze
2 open RWanalyze and then open your car model
3 go to Tools>Commands>Convert DFF to RW 3.4 > current file
4 click file > save as > delete .rws and type .dff instead > save
5 get KAMS (GF) for 3ds max https://gtaforums.com/topic/907323-rel- ... ipts-2018/
6** IMPORT THE MODEL WITH .PNG AND STANDART MATERIALS ** now you have your model inside of 3ds max
7 to extract textures you need to download Magic TXD after you download it you can just open the texture file for your car and export > .png

--1 it might ask for some other textures which is where magic TXD MASS EXPORT comes in
--2 click TOOLS>MASS EXPORT > SET GAME ROOT TO battle gear 4\data\cardata
--3 set output to anywhere you like
--4 choose your settings for example if you set** in seperate folders** it will make a new folder for each car and put that car texture inside of it but if you set to **with texture name** it will export all the car textures into the CarModel folder and all tire textures into TireModel etc

++1 to mass convert all models into .dff you need to put all .rws files into a new folder with nothing else
++2 now you need to rename the extension you can use Advanced Renamer https://www.advancedrenamer.com
++3 open advanced renamer and select and drop all .rws files inside then click + Add method > Replace
**++4 set text to be replaced as .rws set replace with as .dff click apply to and select extension **
++5 click start batch
++6 open RWanalyze go to Tools>Commands>Convert DFF to RW 3.4 > Batch conversion
++7 select the new file containing only the .dff files
++8 it will convert them but some models have a little bit of corruption so it will ask you are you sure you want to save this file ** click yes ** this will be repeated multiple times but after you are done close RWanalyze

now all of the car models can be imported in 3ds max with textures -note-- if textures dont appear try to click the viewport mode (standard) then go materials > disable transparency > after that click > show shaded materials with maps now your materials should show up
if you still see black materials then you can fix them with GTA Tools provided with KAMS (GF) script look up you will either see GTA tools or >> click >> or GTA tools >model fixes > fix diffuse color and new windows will pop up make sure you select all the objects you want to fix and then click fix boom materials are visble there are lots of car upgrades

also some materials have 0 opacity so good luck fixing all of them

tire models can be found inside TireModel this should be obvious



the map models are weird tho they are like 500 objects combined inside a single .dff i couldnt find a way to import them into 3ds max
Last edited by mea on Fri Aug 06, 2021 8:00 pm, edited 1 time in total.
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Re: Wangan Midnight [Need Help Reversing]

Post by cra0 »

Recently took an interest to this game too so good work everyone :)

Got it working on PC so I can rip geometry via DX
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Re: Wangan Midnight [Need Help Reversing]

Post by cra0 »

Just got my hands on MNMT6 it has RTTI info which is useful but I think a lot of it is the same as 5
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Re: Wangan Midnight [Need Help Reversing]

Post by SilverAG1464 »

Hi guys, can someone please provide me link to download ps3 wangan midnight map in fbx format. I am working on a personal unity project based on jdm racing. Thanks in advance :)
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Re: Wangan Midnight [Need Help Reversing]

Post by deadsenshi »

Hello, someone knows, where the BGM's name folder? Wangan Midnight 5 DX+.
I check all the textures, and few .bin and .lua files, but i didnt found BGM names. I will change few 5DX BGM's to MT3, but i wanted to named it right
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