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