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GT Racing 2

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Chipicao
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Re: GT Racing 2

Post by Chipicao »

Image Image

The meshes have a lower polycount than I anticipated.
So far I've managed to "decode" the whole mesh data (sub-materials and face index split, vertex structure, offsets, element format and dimension...), apply base transformations and hierarchy. And of course parse everything automatically.
This format is not "straight forward" at all :p

I just need to deal with some transformation inheritance issues and test it with more car models.
Not sure if I'm going to bother with textures, those might have to be applied manually. Which is fairly simple:
Image
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TomWin
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Re: GT Racing 2

Post by TomWin »

good work :)

Meshes looks the same as Asphalt 8 I think, the good thing here is that the cars have inside view.
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Re: GT Racing 2

Post by Chipicao »

They are somewhere in between Asphalt8 LOD1 and LOD0.
Image Image Image
GT Racing2 LOD0 - Asphalt 8 LO01 - Asphalt8 LOD1
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Re: GT Racing 2

Post by TomWin »

Indeed they are a bit less than asphalt lod0 models.
well good work, hope you can share it soon :) good luck
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Re: GT Racing 2

Post by Chipicao »

Good news and bad news.

Good: I've figured out how materials and textures are linked to meshes.
Bad: My PSU is broken and I have to wait for a replacement, which might take a while. But only hierarchy is left to be figured out.
Please post any requests or issues with my tools in the appropriate topics.
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TomWin
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Re: GT Racing 2

Post by TomWin »

Take your time, well and good luck with you PSU.
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Re: GT Racing 2

Post by Chipicao »

Please post any requests or issues with my tools in the appropriate topics.
I'm sorry if I don't reply or if I ignore PMs. My time is very limited.
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Re: GT Racing 2

Post by nosfornos »

Thank you very much for your good works!
ImageI Love Nermal!!!
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Re: GT Racing 2

Post by TomWin »

Thank you very much it works good :)
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