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Re: Import Tuner Challenge [XBOX360]
Posted: Fri Mar 17, 2017 12:36 pm
by REDZOEU
So far, did you search the texture manually for the models?
Re: Import Tuner Challenge [XBOX360]
Posted: Fri Mar 17, 2017 3:38 pm
by blackracer
REDZOEU wrote:So far, did you search the texture manually for the models?
Yes, for me it doesn't seem difficult, I rely on models and features of cars, it will not be easy for other users to do, who do not understand car parts and specs.
Re: Import Tuner Challenge [XBOX360]
Posted: Fri Mar 17, 2017 3:54 pm
by JohnHudeski
blackracer wrote:REDZOEU wrote:So far, did you search the texture manually for the models?
Yes, for me it doesn't seem difficult, I rely on models and features of cars, it will not be easy for other users to do, who do not understand car parts and specs.
This is why i was surprised you got any of them in the first place
Re: Import Tuner Challenge [XBOX360]
Posted: Fri Mar 17, 2017 4:08 pm
by JohnHudeski
Hmm what's this?
http://zenhax.com/viewtopic.php?t=1013
http://zenhax.com/viewtopic.php?f=9&t=957
The answer to figuring out what files are what might come from the above 2
viewtopic.php?f=16&t=12775
Is this the same game/format?
Re: Import Tuner Challenge [XBOX360]
Posted: Fri Mar 17, 2017 5:29 pm
by REDZOEU
I don't know what to say about the zenhax webs, but for the xentax one, probably not. I haven't touched the game files since 2015
Re: Import Tuner Challenge [XBOX360]
Posted: Fri Mar 17, 2017 10:58 pm
by blackracer
JohnHudeski
The first topic is my way on zenhax we were able to extract files from the archives. Wangan Midnight uses a completely different structure and file formats.
At the moment I'm analyzing structure of the course map.
Re: Import Tuner Challenge [XBOX360]
Posted: Sat Mar 18, 2017 12:32 am
by JohnHudeski
The course map should be the same as the regular models for the most part. This is what I believe
We need to figure out how files cross reference each other
Eg how a model id's its texture from an xpr file
Kengo might be an older game than import tuner so maybe it is a bit more naive in implementation (still similar to the PS2)
here is a scene file script
Code: Select all
# STG_06_TONSHO
SCENE "STG_06_TONSHO_BG" "-P3" "-Z0" # ‚a‚f
SCENE "STG_06_TONSHO_GROUND" "-P3" "-Z0" # ’n–Ê
SCENE "STG_06_TONSHO_GROUND_01" "-P3" "-Z0" # ’n–Êi’ëj
SCENE "STG_06_TONSHO_NIWA" "-P2" "-Z0" # ’ë
SCENE "STG_06_TONSHO_WATER" "-P2" "-Z0" # …–Ê
SCENE "STG_06_TONSHO_GRASS" "-P2" "-Z0" # ‘
SCENE "STG_06_TONSHO_HEI" "-Z0" # •»ˆÍ‚¢
SCENE "STG_06_TONSHO_MON" "-P1" "-Z0" # –å
SCENE "STG_06_TONSHO_TATEMONO" "-P1" "-Z0" # “ÔŠŒš•¨
SCENE "STG_06_TONSHO_TATEMONO_01" "-P1" "-Z0" # “ÔŠŒš•¨
SCENE "STG_06_TONSHO_TATEMONO_02" "-P1" "-Z0" # “ÔŠŒš•¨
SCENE "STG_06_TONSHO_TATEMONO_03" "-P1" "-Z0" # “ÔŠŒš•¨
SCENE "STG_06_TONSHO_TATEMONO_BG" "-P1" "-Z0" # Žü•ÓŒš•¨
SCENE "STG_06_TONSHO_KOMONO" "-Z0" # ¬•¨
SCENE "STG_06_TONSHO_KOMO_A" "-Z0" # ¬•¨(“§–¾j
SCENE "STG_06_TONSHO_MOTION" "-Z0" # “®‚ƒ‚ƒfƒ‹iŠøj
SCENE "STG_06_TONSHO_MOTION_01" "-Z0" # “®‚ƒ‚ƒfƒ‹iŽ÷–Øj
SCENE "STG_06_TONSHO_MOTION_02" "-Z0" # “®‚ƒ‚ƒfƒ‹iƒRƒCj
SCENE "STG_06_TONSHO_SHADOW" "-Z0" # ‰e—pƒ‚ƒfƒ‹
SCENE "STG_06_TONSHO_KAGE_A" "-Z0" # ‰e—pƒ‚ƒfƒ‹
SCENE "STG_06_TONSHO_KAGE_B" "-Z0" # ‰e—pƒ‚ƒfƒ‹
SCENE "STG_06_TONSHO_FOGCUT" "-Z0" # ƒtƒHƒOƒJƒbƒgƒ‚ƒfƒ‹
SCENE "STG_06_TONSHO_DOOR" "-Z0"
SCENE "STG_06_TONSHO_CHUN" "-Z0" # B
TEXTURE "TON_ALL"
SOUND "SOUND_06_TONSHO" # ŠÂ‹«‰¹
OBJ "OBJ_TON_HEI_WOOD"
OBJ "OBJ_TON_SHOUJI_A"
OBJ "OBJ_TON_SHOUJI_B"
OBJ "OBJ_TON_OKE_A"
OBJ "OBJ_TON_OKE_B"
OBJ "OBJ_TON_ANDON_A"
OBJ "OBJ_TON_ANDON_B"
#LIGHT "STG_06_TONSHO_LIGHT" # ƒ‰ƒCƒg
LIGHT "TONSHO_LIGHT"
RAIL "RAIL_06_TONSHO" # ƒŒ[ƒ‹
STATE "STG_06_TONSHO_STATE" # ƒGƒfƒBƒbƒgƒf[ƒ^
HIT "HIT_06_TONSHO.HIT" # ƒqƒbƒg
CAMERA "CAM_06_TONSHO.KCF" # ƒJƒƒ‰
# EOF
I was able to recreate the level with the exception of objects (OBJ_....) as there was no instruction on where to place them
and Light cos I could not understand what values were color or rotation but i could figure out directional and point light
lastly i could not figure out wat -P1 or -Z0 meant
If i could a file like this in import tuner then the tracks are done
Re: Import Tuner Challenge [XBOX360]
Posted: Thu Mar 23, 2017 6:00 pm
by REDZOEU
Any new progress here? I'm dying to check out all car models and their tuning parts from this game. If track support has a long way to go, we'll just have to wait until someone's willing enough to help us, or else this project is never going to be completed
Re: Import Tuner Challenge [XBOX360]
Posted: Sun Mar 26, 2017 2:56 pm
by SpulX
Is there any progress i would love my hands on the ae86 levin/trueno files for bodykits etc.
Re: Import Tuner Challenge [XBOX360]
Posted: Sun Mar 26, 2017 7:11 pm
by JohnHudeski
ask blackracer
Re: Import Tuner Challenge [XBOX360]
Posted: Fri Apr 21, 2017 1:02 am
by TyreRubber
The original road texture & shader where terrible, hated them. Also the genki decals on highway walls ruined a bit the visuals. Would it be possible to modify and compress back to play in the xbox but with modified resources? I know it would need a chiped console tho.
Re: Import Tuner Challenge [XBOX360]
Posted: Mon May 22, 2017 4:54 pm
by REDZOEU
Unfortunately, this project is on hold until blackracer comes back. I've sent him a pm but i've never heard from him since. The tool is almost ready though.
Re: Import Tuner Challenge [XBOX360]
Posted: Wed May 24, 2017 11:36 am
by Takukun
I'm okay with waiting as long as there's a happy end
Re: Import Tuner Challenge [XBOX360]
Posted: Mon Aug 07, 2017 8:17 pm
by REDZOEU
Aaand i guess this thread has been abandoned. Nice...
Re: Import Tuner Challenge [XBOX360]
Posted: Tue Aug 08, 2017 9:09 am
by Takukun
Man, they were so close... Maybe something happened irl.
At least you can expect me releasing the Minato Mirai area in the next days.