Wangan Midnight [Need Help Reversing]
Posted: Thu Apr 16, 2015 10:59 pm
(random manga image for attention)
Hey guys I'm seeking help with 3d model reversal from Wangan Midnight PS3 game. This game like many previous Tokyo Xtreme Racer games includes full Shutoko expressway where you can freely roam the highway. I managed to write an extractor and documented everything I know here https://github.com/fatalhalt/TXRExtractor (see wmn.h header). This particular game uses chunked zlib deflate files so it was only matter of time to figure out the archive, 3 weeks in hex editor paid off, along with help from alugi's offzip.exe giving clues what and where to look for. Around the same time aluigi figured out the archive and posted quickbms script here (thanks!): http://zenhax.com/viewtopic.php?f=9&t=802
This is my first time messing with unpacking game archive or trying to import binary 3d model from an archive to 3d modeling program. I hope someone here has knowledge and little of spare time that could look at the models and point me in the right direction and save me some time.
Sample 3d model: (1.76MB) AREA_A_ROAD_MDL_000.GRID (link removed)
Smallest 3d model (3.35KB) COURSE/SHUTOKO/NIGHT/AREA_11GO_BUIL_CUT_11GO_WAN_013.GRID (link removed)
(9.85MB) TEST_CRS.7z (link removed) (complete)
I lurked the Tutorials section of this forum and followed tutorials such as http://forum.xentax.com/viewtopic.php?f=29&t=3739 from (Shaiya) game and read posts by people like finale00, mariokart64n, or fatduck... and it all makes sense when you look at format/maxscript that has been already figured. In Wangan Midnight dumps, I can see bunch of float numbers in those models, can see in hex editor how data is divided, but I don't have enough experience to figure this out yet.
I know few people who are interested in this. From this particular game the highway course is most valuable, there aren't that many car models since Wangan Midnight is more of a pictorial manga/comic game. For car models we will be looking at Import Tuner Challenge 2006 for Xbox 360 but sadly its archives are using unknown compression that hasn't been cracked yet.
Thanks in advance!!!
keywords: genki, tokyo xtreme racer, wangan, c1, shutoko, japan, assetto corsa
edit: july 21 2015, download c1 rev2 here for Assetto Corsa:
mirror: (link removed)
video: https://www.youtube.com/watch?v=J9g4TstsZAs
- fixed car spawn
- added lap time on outer c1 route
- placed a pit stop at Shibaura PA (similar to what Shutoko Battle X game did) (got inspired by shiragiku)
- reduced overall brightness
- closed ramps/exits like shibuya/shinjuku by placing road barriers
- replaced broken billboards with sti/nismo logos
- fixed few unfinished pink textures
- added a mini map (thanks shiragiku)
- added initial AI line
- map has 2 pit stops and you can do a quick race involving 1 opponent (2 people total)
- *tip for me c1 map looked a lot better when I edited \Steam\steamapps\common\assettocorsa\content\weather\4_mid_clear\weather.ini and set BLEND=0.3 under [FOG] and then chose mid_clear weather in game setup/menu
edit: june 12 2016, download c1 rev6 here for Assetto Corsa:
22139f93bbbcb533a5e9d8fba43f1875 *c1_rev6.zip 150MB
https://mega.nz/#!WlEUTJoZ!D5v3-HflS6wD ... -KLSaGYowU
- small update, mainly tweaked textures and adjusted UV maps
full FBX source to nfm's c1 rev6:
https://mega.nz/file/HhFlFSaD#4CRnI_hZQ ... ZMQLkWfr9U
wangan WIP .kn5 route (the one from 2016 that never got finished):
https://mega.nz/file/X9tz3K4b#0Xcp-mUmL ... ZlA8KVi6bM
Hey guys I'm seeking help with 3d model reversal from Wangan Midnight PS3 game. This game like many previous Tokyo Xtreme Racer games includes full Shutoko expressway where you can freely roam the highway. I managed to write an extractor and documented everything I know here https://github.com/fatalhalt/TXRExtractor (see wmn.h header). This particular game uses chunked zlib deflate files so it was only matter of time to figure out the archive, 3 weeks in hex editor paid off, along with help from alugi's offzip.exe giving clues what and where to look for. Around the same time aluigi figured out the archive and posted quickbms script here (thanks!): http://zenhax.com/viewtopic.php?f=9&t=802
This is my first time messing with unpacking game archive or trying to import binary 3d model from an archive to 3d modeling program. I hope someone here has knowledge and little of spare time that could look at the models and point me in the right direction and save me some time.
Sample 3d model: (1.76MB) AREA_A_ROAD_MDL_000.GRID (link removed)
Smallest 3d model (3.35KB) COURSE/SHUTOKO/NIGHT/AREA_11GO_BUIL_CUT_11GO_WAN_013.GRID (link removed)
(9.85MB) TEST_CRS.7z (link removed) (complete)
I lurked the Tutorials section of this forum and followed tutorials such as http://forum.xentax.com/viewtopic.php?f=29&t=3739 from (Shaiya) game and read posts by people like finale00, mariokart64n, or fatduck... and it all makes sense when you look at format/maxscript that has been already figured. In Wangan Midnight dumps, I can see bunch of float numbers in those models, can see in hex editor how data is divided, but I don't have enough experience to figure this out yet.
I know few people who are interested in this. From this particular game the highway course is most valuable, there aren't that many car models since Wangan Midnight is more of a pictorial manga/comic game. For car models we will be looking at Import Tuner Challenge 2006 for Xbox 360 but sadly its archives are using unknown compression that hasn't been cracked yet.
Thanks in advance!!!
keywords: genki, tokyo xtreme racer, wangan, c1, shutoko, japan, assetto corsa
edit: july 21 2015, download c1 rev2 here for Assetto Corsa:
mirror: (link removed)
video: https://www.youtube.com/watch?v=J9g4TstsZAs
- fixed car spawn
- added lap time on outer c1 route
- placed a pit stop at Shibaura PA (similar to what Shutoko Battle X game did) (got inspired by shiragiku)
- reduced overall brightness
- closed ramps/exits like shibuya/shinjuku by placing road barriers
- replaced broken billboards with sti/nismo logos
- fixed few unfinished pink textures
- added a mini map (thanks shiragiku)
- added initial AI line
- map has 2 pit stops and you can do a quick race involving 1 opponent (2 people total)
- *tip for me c1 map looked a lot better when I edited \Steam\steamapps\common\assettocorsa\content\weather\4_mid_clear\weather.ini and set BLEND=0.3 under [FOG] and then chose mid_clear weather in game setup/menu
edit: june 12 2016, download c1 rev6 here for Assetto Corsa:
22139f93bbbcb533a5e9d8fba43f1875 *c1_rev6.zip 150MB
https://mega.nz/#!WlEUTJoZ!D5v3-HflS6wD ... -KLSaGYowU
- small update, mainly tweaked textures and adjusted UV maps
full FBX source to nfm's c1 rev6:
https://mega.nz/file/HhFlFSaD#4CRnI_hZQ ... ZMQLkWfr9U
wangan WIP .kn5 route (the one from 2016 that never got finished):
https://mega.nz/file/X9tz3K4b#0Xcp-mUmL ... ZlA8KVi6bM