Noted. Oh, and has anyone tried converting the first-person viewmodels (i.e. HQ car interiors) too?Chipicao wrote:Use PVRTexTool: http://www.imgtec.com/powervr/insider/p ... extool.asphuckleberrypie wrote:EDIT: Oh, and what about PowerVR/Adreno textures for Snapdragon and/or iOS users?
It comes with a tool to view and convert pvr textures, as well as plugins for explorer, 3ds max, and photoshop.
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Real Racing 3 (Android)
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Re: Real Racing 3 (Android)
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Re: Real Racing 3 (Android)
Yes I've tried importing the HQ meshes as well, they import fine but the steering wheel's position is always 0,0,0. I think that's because the game calculates the steering wheel's position on the fly.
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Re: Real Racing 3 (Android)
any idea where to find texture names used for interiors? Material name doesnt help too much is just Vehicle Interior_mm_mat01, Vehicle Interior_mm_mat02, Vehicle Interior_mm_mat03, ...etc
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Re: Real Racing 3 (Android)
There's no way to find any texture names at this point, only material names.TomWin wrote:any idea where to find texture names used for interiors? Material name doesnt help too much is just Vehicle Interior_mm_mat01, Vehicle Interior_mm_mat02, Vehicle Interior_mm_mat03, ...etc
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Re: Real Racing 3 (Android)
You may already know about this, but I just found out that The Compressonator can open and create both etc.dds and atc.dds textures and export them to common formats. There's also a batch conversion mode but I haven't tested it yet.
Unfortunately it doesn't load RGBA4444 .DDS files (the ones with transparent elements) so those still have to be converted.
Unfortunately it doesn't load RGBA4444 .DDS files (the ones with transparent elements) so those still have to be converted.
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Re: Real Racing 3 (Android)
so how the game reads materials?barti wrote:There's no way to find any texture names at this point, only material names.TomWin wrote:any idea where to find texture names used for interiors? Material name doesnt help too much is just Vehicle Interior_mm_mat01, Vehicle Interior_mm_mat02, Vehicle Interior_mm_mat03, ...etc
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Re: Real Racing 3 (Android)
From what I can see, the carappearances.appearances file in 'vehicles' folder is an XML file with some material names, but it's encrypted and I can't get the full xor key. I made a thread about the files in the Compressed files and methods section.TomWin wrote:so how the game reads materials?
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Re: Real Racing 3 (Android)
it would help a lot if we know what materials they really use.barti wrote:From what I can see, the carappearances.appearances file in 'vehicles' folder is an XML file with some material names, but it's encrypted and I can't get the full xor key. I made a thread about the files in the Compressed files and methods section.TomWin wrote:so how the game reads materials?
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Re: Real Racing 3 (Android)
Yep, I tried that too with the textures for Gangstar: West Coast. Even managed to mod the game with a billboard texture lol.barti wrote:You may already know about this, but I just found out that The Compressonator can open and create both etc.dds and atc.dds textures and export them to common formats. There's also a batch conversion mode but I haven't tested it yet.
Unfortunately it doesn't load RGBA4444 .DDS files (the ones with transparent elements) so those still have to be converted.
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Re: Real Racing 3 (Android)
Sadly the RealRacing3 script doesn't work good with newest DLC models.
Miura interior cannot be imported, and the quickbms script doesn't work with them :S
https://www.sendspace.com/file/qmf8im
Anybody can help?
Miura interior cannot be imported, and the quickbms script doesn't work with them :S
https://www.sendspace.com/file/qmf8im
Anybody can help?
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Re: Real Racing 3 (Android)
I'm currently rewriting the importer to make it more accurate with the M3G file format - hopefully that will fix the issue with the new models. I'll post once I get it done.
Do you mean the texture files? If so, the textures you provided in the sample are in ATC format. As far as I can tell, the only tool that supports them is ATI's The Compressonator, so you'll have to use that to convert the textures for now. I've found a document about converting textures between ATC and the PC-friendly DXT format, but I haven't looked into it yet.TomWin wrote:the quickbms script doesn't work with them :S
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Re: Real Racing 3 (Android)
Corrected MAXScript:
https://www.sendspace.com/file/ucbrlk
http://s000.tinyupload.com/index.php?fi ... 6312862391 (mirror)
The Miura interior sample loads correctly now.
Also materials are automatically loaded into the Material Editor for easier texture replacing.
Aluigi wrote a QuickBMS script for Real Racing 3, which can open the .z files as well as .bin files:
http://aluigi.altervista.org/papers/bms ... cing_3.bms
I also found out a while ago that the PVR format can contain ETC1 and RGBA4444 textures. So I made a etc.dds to pvr QuickBMS script to streamline the texture conversion process for this platform.
These are the texture formats in Real Racing 3 I've stumbled upon so far:
.atc.dds - ATI Texture Compression. Can be opened using The Compressonator.
.etc.dds - Ericsson Texture Compression and RGBA4444 for translucent images. I recommend converting them to .pvr using the above script.
.dxt.dds - DXT Texture Compression. These textures can be opened in any DDS viewer without any problems.
.ptc.pvr - PVR Texture Compression. These textures can be opened using PVRTexTool and imported into 3DS Max or Photoshop using PVRTexTool's plugins.
https://www.sendspace.com/file/ucbrlk
http://s000.tinyupload.com/index.php?fi ... 6312862391 (mirror)
The Miura interior sample loads correctly now.
Also materials are automatically loaded into the Material Editor for easier texture replacing.
Aluigi wrote a QuickBMS script for Real Racing 3, which can open the .z files as well as .bin files:
http://aluigi.altervista.org/papers/bms ... cing_3.bms
I also found out a while ago that the PVR format can contain ETC1 and RGBA4444 textures. So I made a etc.dds to pvr QuickBMS script to streamline the texture conversion process for this platform.
Code: Select all
# Real Racing 3 .etc.dds to .pvr converter
#
# written by barti
# http://forum.xentax.com
#
# script for QuickBMS http://quickbms.aluigi.org
get NAME basename
string NAME += ".pvr"
idstring "DDS "
get HEADERSZ long
get SIZE long
get WIDTH long
get HEIGHT long
get IMGSIZE long
goto 84
getdstring ETCHEADER 4
goto 128
set MEMORY_FILE compressed eNp9w7ENAAAIAjAJDxoH/j+FDTabdHWcB7IMMl0A/w==
if ETCHEADER == "ETC "
putvarchr MEMORY_FILE 8 6 long # stands for ETC1 RGB
elif ETCHEADER == "ATC "
print "Sadly ATITC textures are not supported in the PVR container. Exiting script."
cleanexit
elif ETCHEADER == "ATCI"
print "Sadly ATITC textures are not supported in the PVR container. Exiting script."
cleanexit
elif ETCHEADER == ""
xmath IMGSIZE "WIDTH * HEIGHT * 2"
putvarchr MEMORY_FILE 8 0x61626772 long # "rgba"
putvarchr MEMORY_FILE 12 0x04040404 long # bits per channel
else
print "Unsupported header found, exiting script."
cleanexit
endif
putvarchr MEMORY_FILE 24 WIDTH long
putvarchr MEMORY_FILE 28 HEIGHT long
putvarchr MEMORY_FILE 44 1 long # MIPMAPS
append
log MEMORY_FILE 128 IMGSIZE
append
get SIZE asize MEMORY_FILE
log NAME 0 SIZE MEMORY_FILE
.atc.dds - ATI Texture Compression. Can be opened using The Compressonator.
.etc.dds - Ericsson Texture Compression and RGBA4444 for translucent images. I recommend converting them to .pvr using the above script.
.dxt.dds - DXT Texture Compression. These textures can be opened in any DDS viewer without any problems.
.ptc.pvr - PVR Texture Compression. These textures can be opened using PVRTexTool and imported into 3DS Max or Photoshop using PVRTexTool's plugins.
Last edited by barti on Sun Dec 07, 2014 4:03 pm, edited 1 time in total.