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Re: Wangan Midnight [Need Help Reversing]

Posted: Sat Apr 18, 2015 6:17 pm
by Argonaut
All this beautiful work.. oh if you had only showed me this months ago, I'd have fainted! So happy to see this come to fruition. :D

Re: Wangan Midnight [Need Help Reversing]

Posted: Sat Apr 18, 2015 6:22 pm
by mariokart64n
KarinFutoGT wrote:Tire/brakes/discs/rims are on other place, folders Wheel/Tire/Brake have those meshes and the script import part of the mesh but crash and you need to restart the 3DSmax, missing textures for badges and many materials called wired_xxxx but anyway i'm happy with the progress. The other thing that i like is you can import the driver model not many games can be imported like forza and are sitted :)
https://www.dropbox.com/s/f7x53ggtobnxx ... L.rar?dl=0

I'm sorry these files caused a crash?
I tested a few everything was ok, but missing some geo because they nest some model structures

Added a recurring loop to grab that geo, also added name support. please test
Wangan Midnight.zip

Re: Wangan Midnight [Need Help Reversing]

Posted: Sat Apr 18, 2015 6:39 pm
by KarinFutoGT
Thanks i can import the calipers/discs and tires/rims

Re: Wangan Midnight [Need Help Reversing]

Posted: Sat Apr 18, 2015 6:41 pm
by REDZOEU
Looks like the whole GENKI CLUB have gathered :D :D :D
It's currently 00:40 at my place. Just shut my pc off after playing lots of neptunia rebirth1. I'll try the script once i wake up @mariokartn64n . Also @KarinFutoGT, thanks for the bug report :) . I also tried importing akio's driver model. He looks as handsome as he should be in Wangan Midnight Maximum Tune series (arcade game by Namco Bandai)

And lol @argonaut :D . Me too still can't believe that this came into fruition. All thanks to nfm for learning hex and made an extractor, and mariokart64n for making the maxscript :D

Re: Wangan Midnight [Need Help Reversing]

Posted: Sun Apr 19, 2015 6:59 am
by REDZOEU
Okay, so i tried importing AREA_ZZ_00.GTF.XTD, AREA_ZZ_01.GTF.XTD, and AREA_ZZ_02.GTF.XTD .
AREA_ZZ_00.GTF.XTD contains Normal textures (or Bump Maps), while the 01 and 02 contains map related textures. 01 and 02 contains 555 textures, while 00 contains 87 bump map textures. In case someone doesn't know, bump map texture is the texture which is all purple, used for adding 3d-like details on lower polygon models (that's afaik).

I'm currently trying to experiment by importing one model of C1's road (AREA_C1_ROAD_MDL_000.GRID) which contains these textures after importing of model and dumping of textures :
Image

And if someone is curious, i don't work on my models in max. I work on them in zmod, but i see no difference on trying to apply texture to each material in max and zmod (again, afaik). I'll try applying textures for the roads. If there are missing textures, then that means more bug report.

Re: Wangan Midnight [Need Help Reversing]

Posted: Sun Apr 19, 2015 7:22 am
by REDZOEU
I've made another research, and found out a very VERY BIG problem.

Good news is : the new maxscript was able to import model with proper file name for every object.

Bad news is : dumped texture files are named like their source, instead of their REAL texture name. For example : AREA_00_XX_tex01.dds instead of ROAD.dds

Another bad news is : Material names are wire_xxxxxxxxx (9 digit numbers), instead of their real material names (e.g. "wire_006135006" instead of "wall")

With these problems, i can only think of these following solution :
1. Have the textures named as they should be (e.g. Wall.dds, C1.dds, Kandabashi.dds, hazard.dds, barrier.dds, etc)
2. Have the model materials named properly (e.g. Wall, C1, Kandabashi, hazard, barrier, etc)
3. Have the maxscript import map models with textures already applied

Another thing, i imported AREA_C1_BUIL_CUT_C1_AKA_000.GRID, which is highly possible, one of the buildings of C1, and no textures are dumped from the AREA_C1_BUIL_CUT_C1_AKA_000.GRID file. I know i said this before, but if the new maxscript can import the building models along with textures automatically applied like Chipicao's unity importer maxscript, it'll save hours, or days, or weeks, or even months of texture searching and manual apply.

That ends another bug report. Contact me if something is unclear.

Re: Wangan Midnight [Need Help Reversing]

Posted: Sun Apr 19, 2015 6:55 pm
by mariokart64n
sorry I don't know how to decode the material data, since there is alot of nesting and both internal and external texture calls.
the problem is there ARE NO TEXTURE NAMES in the texture files, everything is locally indexed within the model data.

anyway on the brighter side, I found a bug that was causing some missing textures do to the nesting.

here this script should dump more textures now

Re: Wangan Midnight [Need Help Reversing]

Posted: Sun Apr 19, 2015 8:35 pm
by KarinFutoGT

Re: Wangan Midnight [Need Help Reversing]

Posted: Mon Apr 20, 2015 3:56 am
by REDZOEU
Oookay...
That means there's extra work for applying texture for maps :(
Or is the new maxscript import the model with textures already applied? I can't try it now. I'm currently on school (recess actually)
Judging from KarinFutoGT's pic, looks like the exhaust is already textured (cmiiw)

Re: Wangan Midnight [Need Help Reversing]

Posted: Mon Apr 20, 2015 10:53 am
by REDZOEU
Looks like more problems started to appear.
Since trying to convert shutokou models would be a pain in the a with our current status, i tried converting Yatabe Circuit (TEST_CRS) to see if all textures are extracted or not. While suddenly, i stumbled upon this texture while browsing all textures that i have extracted :

Image

It seems that should be the missing grass texture. Here's a picture of all textures extracted from the GTF.XTD files of TEST_CRS (bump map textures not included)

Image

And this is in game picture of an RX-7 running on Yatabe Circuit :

Image

From the in-game picture, you can see that the sides are green (which is using grass texture, that is not on the previous image)

While on the other haaand... Seems like part of the map uses the same materials like trees (cmiiw)
See this picture below :

Image

Guess there's still more problems to fix. Hope you don't mind it :)
That ends another bug report. Converting the shutokou map to another game is still far from reach with this progress tbh :(

Re: Wangan Midnight [Need Help Reversing]

Posted: Mon Apr 20, 2015 11:14 am
by REDZOEU
Sorry to disturb once again. Even more :

Image

Using the new script, i imported the Skyline R34, and this happened. Exhaust and plate uses the same material. Just asking if there's something that can be done to fix this. Is all :)
And sorry for the big pictures. I thought it's necessary for research purpose.

Re: Wangan Midnight [Need Help Reversing]

Posted: Mon Apr 20, 2015 12:51 pm
by REDZOEU
Errr... I guess there's a high probability that textures could be extracted with proper file names and not to mention the models containing proper material names. I accidentally found this when importing few C1 files with the latest script :

Image

Any thoughts? Try giving this a peek mariokart64n :)

Re: Wangan Midnight [Need Help Reversing]

Posted: Mon Apr 20, 2015 2:14 pm
by KarinFutoGT
Textures aren't allready textured at least for me the pic is for the program 3Dsimed, i'm trying to open the parts one by one and changing the material name, the uv map is correct for everything except the body but maybe is for some shader at game, who knows...

https://scontent-cdg.xx.fbcdn.net/hphot ... 6915_o.jpg
https://fbcdn-sphotos-b-a.akamaihd.net/ ... 0688_o.jpg

Re: Wangan Midnight [Need Help Reversing]

Posted: Mon Apr 20, 2015 2:58 pm
by REDZOEU
KarinFutoGT wrote:Textures aren't allready textured at least for me the pic is for the program 3Dsimed, i'm trying to open the parts one by one and changing the material name, the uv map is correct for everything except the body but maybe is for some shader at game, who knows...

https://scontent-cdg.xx.fbcdn.net/hphot ... 6915_o.jpg
https://fbcdn-sphotos-b-a.akamaihd.net/ ... 0688_o.jpg
You mean, even maps can be opened in 3DSimEd? If the material name and texture name matches, it'll make things easier.
I used 3DSimEd alot back then to extract NFS Shift and DIRT models, but can it really work with wangan midnight files? o_o
How did you do it?

Re: Wangan Midnight [Need Help Reversing]

Posted: Mon Apr 20, 2015 6:08 pm
by KarinFutoGT
REDZOEU wrote:
KarinFutoGT wrote:Textures aren't allready textured at least for me the pic is for the program 3Dsimed, i'm trying to open the parts one by one and changing the material name, the uv map is correct for everything except the body but maybe is for some shader at game, who knows...

https://scontent-cdg.xx.fbcdn.net/hphot ... 6915_o.jpg
https://fbcdn-sphotos-b-a.akamaihd.net/ ... 0688_o.jpg
You mean, even maps can be opened in 3DSimEd? If the material name and texture name matches, it'll make things easier.
I used 3DSimEd alot back then to extract NFS Shift and DIRT models, but can it really work with wangan midnight files? o_o
How did you do it?
3Dsmax to .obj with groups, import the .obj with zmodeler 2.2.6 996 build as groups, export multiple .gmt "rFactor1" format and then edit the materials.