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Re: Wangan Midnight [Need Help Reversing]

Posted: Mon Apr 27, 2015 7:43 am
by REDZOEU
So, we can confirm that some cars still have texture and material problem (Ahem, vehicles. Since there are trucks/lorry)
And also AREA_ZZ_00.GFT.XTD file (cmiiw about the file name) until 02 still don't have their proper file name.
Until all of this gets fixed, we can't say that the maxscript is out of it's beta phase (or W.I.P)

For now, track conversion seems to go okay, but minus for some vehicles. I haven't imported all tracks too. On nfm's screenshot, he imported the skybox along with the stars texture. I'm guessing the skybox is from the .CORE file, but when i imported that file, the skybox has mo texture (even after extracting textures from 00-02)

Re: Wangan Midnight [Need Help Reversing]

Posted: Mon Apr 27, 2015 10:05 am
by nfm
Yes the last script hasn't fixed any issues with the car models, I focused more on the .GRID files. I don't think we can get named textures out of AREA_ZZ_*.GFT.XTD easily yet, to do that we would need separate script that would go through all .GRID files and build a list of names for the textures. The .GRID or .CAR models themselves use indices such as 44th or 157th file instead of names, and .GFT.XTD have no metadata what so ever.

@KarinFutoGT, that devil Z looks very nice. I looked on your facebook page but saw no download link.

I tried to make a simple track for rFactor but I keep getting plugin error and 3ds 2012 32-bit crashes (had to downgrades from 2014 x64 since there's no support) when generating .gmt file. Their SDK seems friendly at first but I found no documentation on how to make a track, there's some official pdf info on texturing/skinning a car but nothing on tracks. Then I tried simplest track in Assetto Corsa, they have a SDK on Steam that includes their own modeler than can import .FBX format from 3ds and save as .kn5 to drop it in to Assetto's track folder. Track creation is rather weird for this game, besides your track, you have to create 4 cubes 1 meter above ground and name them AC_PIT_0, AC_START_0, AC_TIME_0_L/R so car knows where to spawn and where pit stop and finish line is. I did all of that and couldn't get to that to work either, when my track loads it stops and Assetto goes to main screen. Also there's no documentation what so ever besides 1 sticky forum post. Also meshes have to be named with names like 1ROAD for track, 1GRASS if you have grass, etc, I don't think this game is suited for open world track, but I think I saw whole downtown of Paris mod for it. Either way it was very frustrating with these 2 games and I wasted tons of time troubleshooting.

I might try making simple track for GTA IV if I get motivation maybe I'll have more luck there.

Re: Wangan Midnight [Need Help Reversing]

Posted: Mon Apr 27, 2015 3:53 pm
by REDZOEU
Well... C1_ROAD_001 (cmiiw for the name) in GTA SA
Image
Image
Image

The skyline was made by me (not released yet, but will release it along with C1 maybe). I made it to add the Tokyo Xtreme Racer atmosphere to the game :D

Re: Wangan Midnight [Need Help Reversing]

Posted: Wed Apr 29, 2015 3:34 am
by nfm
@REDZOEU, nice, are you using 3ds GIMS plugin to work on GTA SA map?

I can't get past this error in GIMS when doing GTA IV addon map (WPL export error:-- Type error: Call needs function or class, got: 28738):
Image

i tried many things, simplest single meshes, 2012 32-bit 3ds, nothing...


Image

Re: Wangan Midnight [Need Help Reversing]

Posted: Wed Apr 29, 2015 12:28 pm
by REDZOEU
nfm wrote:@REDZOEU, nice, are you using 3ds GIMS plugin to work on GTA SA map?

I can't get past this error in GIMS when doing GTA IV addon map (WPL export error:-- Type error: Call needs function or class, got: 28738):

i tried many things, simplest single meshes, 2012 32-bit 3ds, nothing...
Welcome to the modding scene of GTA 4 :D
I don't know modding for GTA 4, but i know how for SA. Are you using the Design Version of the max btw?
Also, try making the map by imitating maps in GTA 4. What i mean is, import a map model from GTA 4 that acts as an example model, and do the same thing to the c1 model (like same material settings, same parameters, etc)

And... IMO, it's easier to mod GTA by using ZModeler instead of max, but that depends on your experience on which software you're used to.

Re: Wangan Midnight [Need Help Reversing]

Posted: Fri May 01, 2015 10:24 am
by nfm
REDZOEU wrote:
nfm wrote:@REDZOEU, nice, are you using 3ds GIMS plugin to work on GTA SA map?

I can't get past this error in GIMS when doing GTA IV addon map (WPL export error:-- Type error: Call needs function or class, got: 28738):

i tried many things, simplest single meshes, 2012 32-bit 3ds, nothing...
Welcome to the modding scene of GTA 4 :D
I don't know modding for GTA 4, but i know how for SA. Are you using the Design Version of the max btw?
Also, try making the map by imitating maps in GTA 4. What i mean is, import a map model from GTA 4 that acts as an example model, and do the same thing to the c1 model (like same material settings, same parameters, etc)

And... IMO, it's easier to mod GTA by using ZModeler instead of max, but that depends on your experience on which software you're used to.
@REDZOEU, thanks for the reply :) ,
I was using Max Design version of 3ds, i just switched to 2016 regular 3ds trial version. I was able to create simple polygons and place them into the game with GIMS IV. But for shuto parts I'm still getting same error, but I can get around it by saving project into .3ds and restarting 3ds and continuing on. My shuto map didn't quite work and was not visible in game, and with OpenIV when previewing .wdr I wasn't able to see it there, maybe my positions is off the grid but I checked it and everything seemed fine.

Hey I was wondering how you deal with opacity map e.g. the route directions in japanese that are overlaid on top of the road? It looks like GTA IV or Assetto Corsa don't handle opacity maps. I wasn't quite sure how to handle these type of textures in the script, so i just hooked them up as opacity maps. 1 other texture that I wasn't sure how to handle was the tiremarks/burnout marks, it looks like it can be a diffuse map but it needs lower strength like 33% or something (If am making sense :) ). If you know how to tweak them in 3ds material window to make them look right please share, then I could shoot for same in maxscript. I'm getting more luck with Assetto Corsa now so I'm working with that.

Re: Wangan Midnight [Need Help Reversing]

Posted: Fri May 01, 2015 12:04 pm
by REDZOEU
nfm wrote:I wasn't able to see it there, maybe my positions is off the grid but I checked it and everything seemed fine.
About that, i experienced the same problem in gta sa, but i used zmodeler, so the solution is different. I rescaled the map (since the size is humongous) and centered the pivot to the object. By centering the pivot to the object, it'll make placement easier.

I'll try explaining this the easy way then. The map model imported is already placed in the right position like in-game, but the pivot remains at x 0 y 0 z 0 after i export the map model to .obj (just so that i can import it in zmod). After i setup the map for conversion to gta sa, i didn't reset the object's pivot to the map's model position. I placed the map in x 0 y 0 z 0 in GTA SA. When i go in game, i go to x 0 y 0 z 0 coordinates, and can't find the map. Why? Because the map is further away from the pivot. The pivot is like the x y z of the map. But since the pivot is at 0 value, while the map is in (for example) x 10000 y 13862 z 100, that means the map is FAR OFF from the pivot.
nfm wrote:Hey I was wondering how you deal with opacity map e.g. the route directions in japanese that are overlaid on top of the road?
I don't really know for games outside of GTA SA, but those texture uses alpha (or mask). For gta sa, i imported the .png (i converted .dds to .png) into TXDWorkshop, ticked "Alpha is used", and then compress the texture. In game, the model doesn't appear like a box surface, but has the shape of the alpha texture itself. I learned abit, but i guess opacity doesn't have anything to do with alpha textures (cmiiw).
nfm wrote:1 other texture that I wasn't sure how to handle was the tiremarks/burnout marks, it looks like it can be a diffuse map but it needs lower strength like 33% or something
If you decrease opacity down to 33%, that'll make the texture a little transparent, not making the texture use alpha texture. Here's a picture to describe what i'm saying :
Image

Also, good to know that your map conversion to Asseto Corsa is going well :D
And tbh, i don't know how max material works, so i can't help you when it comes to materials in max.
Correct me if i'm wrong at some part, since i'm not so knowledged in textures and materials :\

Re: Wangan Midnight [Need Help Reversing]

Posted: Fri May 01, 2015 11:32 pm
by nfm
@REDZOEU, thanks for explanation

I learned how to adjust pivots recently and I do exactly what you said to get the positioning right. I'm in a hurry here but I will at least show you how Ginza part of shuto looks in assetto corsa:

Image

8D

Unfortunately what you see is just diffuse bitmaps, to get normal maps and opacity maps into a map would take hours to adjust each material in assetto sdk material/shader editor by hand. After figuring out how to position, adjusts units, scale, and meet other assetto map requirements, I can already drive around and it is pretty fun. Here's one more (scale is wrong here, map is too small):

Image

Lol at the guy with flag. I will try to see if I can make a whole C1 route and see if anything bombs out. 3ds Max is crawling for me too. And it looks like assetto does alpha blending instead of opacity maps.

Re: Wangan Midnight [Need Help Reversing]

Posted: Sat May 02, 2015 6:08 am
by REDZOEU
WHOA, DUDE!
I was shocked seeing the first picture. It's like seeing shutoko in a whole new engine. A new shutoko game incoming xD
Btw, how do you import the maps all at once? You converted the map along with buildings with ease to asseto corsa, while i have to import one part and set it up in zmod so i can convert it to gta sa.
It's a hard process, but it's the only way to convert the maps to gta sa :\

So far, i've fixed collision of map, and now map works flawlessly. Problem is, connecting parts of the map in map editor, and also CJ (player) gets darker (almost black) when he landed on the map. Before he landed on the map, he's bright.

EDIT : Tried Asseto Corsa back then with LOWEST settings. Still lagged in game. Showroom of one car where we can go in interior and open doors, i get 10-15 FPS. Asseto Corsa is out of my league :cry:

Re: Wangan Midnight [Need Help Reversing]

Posted: Wed May 06, 2015 10:44 pm
by nfm
@REDZOEU

There's a basic guide on track creation on the assettocorsa.net forum, however to be able to view you have to register and have associate your account with Steam that has assetto license/key, but still if you want to find more details you have to spend hours reading other people' comments since there's still no official documentation. There are some impressive tracks and some are even 20kms. There exist assetto sdk which is a texture/shader GUI viewer editor for Windows that imports .fbx files and saves them as .kn5 which is a file format for assetto's tracks. I think in contrast to GTA with assetto it is much easier to specify things like collisions, you just have to name objects/meshes in 3ds like 1WALL 2WALL...and assetto physics engine does the rest.

Re: Wangan Midnight [Need Help Reversing]

Posted: Sat May 09, 2015 6:41 pm
by REDZOEU
Sorry for the late reply. My conversion of shutokou to GTA SA will (probably) take a year, since the total of map object files are around 700 (road and buildings), and i have converted 3 out of them which are roads.

Also, since for a full one week until 15 or 16 may i'm out of home for school trip, the conversion will be postponed.
And about assetto corsa... I'll try to download the game again and see if i can get decent fps on map mods instead of pre-made maps. All settings on low enough is quite frustrating already.

I know assetto corsa should be modder-friendly, even for maps. I'll see what i can do with it until then :D
And boy... This thread sure is quiet lately...

Re: Wangan Midnight [Need Help Reversing]

Posted: Sun May 10, 2015 6:49 am
by nfm
REDZOEU wrote:Sorry for the late reply. My conversion of shutokou to GTA SA will (probably) take a year, since the total of map object files are around 700 (road and buildings), and i have converted 3 out of them which are roads.

Also, since for a full one week until 15 or 16 may i'm out of home for school trip, the conversion will be postponed.
And about assetto corsa... I'll try to download the game again and see if i can get decent fps on map mods instead of pre-made maps. All settings on low enough is quite frustrating already.

I know assetto corsa should be modder-friendly, even for maps. I'll see what i can do with it until then :D
And boy... This thread sure is quiet lately...
Give Assetto second chance, tweak it and see if you can pull at least 30fps in game, it's a very good simulator and I bet when we get the highways done it would be blast and tons of fun to drive. Let's team up on this bro.

Re: Wangan Midnight [Need Help Reversing]

Posted: Sat Jun 20, 2015 2:33 pm
by illking
Im having quite a hard time extracting WMN.DAT archive with the extractor. Could anyone give me hand? Would be much appreciated! :] I have been looking to get these models for ages!

Re: Wangan Midnight [Need Help Reversing]

Posted: Wed Jun 24, 2015 11:34 pm
by AMG
Hello everyone, I'm attaching an updated script made by "BiggBoss93".
He told me that he didn't do anything but automatize map's import process.
He hopes that someone else will work on automatic diffuse texture application since at the moment it only sets bumpmap ones.
With this, I wish you'll find this script more helpful than the previous ones.

Cheers!

Re: Wangan Midnight [Need Help Reversing]

Posted: Fri Jun 26, 2015 12:54 pm
by mlfr
can anybody teach me how to use TXRExtractor.exe please?