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RaceRoom Racing Experience .kluns

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portoalto
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Re: RaceRoom Racing Experience .kluns

Post by portoalto »

Thank you.
I'll try it then.
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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 »

fixing lynkco car_template obj~
.
lynkco_4-obj~_12-H2O.png
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 »

For giulietta tcr2019 car_template 29 of 99 submeshes need a special treatment like above.

Code: Select all

car_template_2.obj~
car_template_3.obj~
car_template_4.obj~
car_template_5.obj~
car_template_6.obj~
car_template_8.obj~
car_template_18.obj~
car_template_19.obj~
car_template_24.obj~
car_template_33.obj~
car_template_37.obj~
car_template_51.obj~
car_template_52.obj~
car_template_54.obj~
car_template_55.obj~
car_template_57.obj~
car_template_58.obj~
car_template_62.obj~
car_template_67.obj~
car_template_72.obj~
car_template_75.obj~
car_template_76.obj~
car_template_78.obj~
car_template_89.obj~
car_template_94.obj~
car_template_96.obj~
car_template_97.obj~
car_template_98.obj~
car_template_99.obj~
Correction for _7.H2O (_67.obj~):

0xADCEBE 13053
Vb1
92 20
0x861EB3 8951
040200
0x0 255


The other 70 submeshes look like this.
giulietta tcr2019.jpg
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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portoalto
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Re: RaceRoom Racing Experience .kluns

Post by portoalto »

In first place, I appreciate and thank you very much for the availability you showed in trying to help.

However I have never been able to learn or understand the Hexa values and their edition.

For example in the middle of so many lines that appear in the lower left listbox how can you find out which line is wrong?
As in the example of lynkco car which is the line with the value a87e49 7437 7436 7438?

Another thing is the value 0x13968 to which you arrive?
/ 0xa87e49
- 0xa744e1
/ 0x/13968
////// Î Î
////// ? ?
How do you subtract a number from a letter (or vice versa) do you get those numbers?

As I said I am a total noob in matters of Hexa values. :oops:

But now with the new version of the tool I can already identify the obj files with problems and I can work individually in the 3d program.
Only pity not to happen the same with the cockpits
But as I say: "It is always better to have little than nothing!" :)

I know it's not your area but with the new encryption you can no longer extract the textures.
Do you or anyone else know of any new script or how to extract the DDS files?
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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 »

portoalto wrote: Sun Jul 14, 2019 8:17 pmFor example in the middle of so many lines that appear in the lower left listbox how can you find out which line is wrong?
As in the example of lynkco car which is the line with the value a87e49 7437 7436 7438?
Guess you didn't check the "code" in my concerning post?

Find the lines in the obj file (here: lynkco car, car_template_3.obj~) where the spoiled vertices begin (very obvious, imho):
[...]
vt 0.137329 1.472656
v -0.324463 1.050781 -0.132690 line 14879 in notepad, subtract 2, then divide by 2 -> 7438 valid vertices
----- here is where the spoiled vertices begin ---------
v -27600.000000 40096.000000 399.750000
vt 26.953125 29488.000000

----------------------------------------
There's several face indices lines in the lower left list box of hex2obj which contain the face index 7438.
You need to get the line which doesn't have predecessors with higher FIs than 7438 in it.
(Simply scroll down from a744e1 1 2 3 to the first hit of 7438 -> a87e49 7437 7436 7438)
Another thing is the value 0x13968 to which you arrive?
/ 0xa87e49
- 0xa744e1
/ 0x/13968
////// Î Î
////// ? ?
How do you subtract a number from a letter (or vice versa) do you get those numbers?
I can't give math lessons here but the hexadecimal system has 16 as a base (instead of 10 in decimal system).
So hex is required to use a, b, c, d, e, f which stand for 10, 11, ..., 15.
(Another idea would have been to use parentheses for example 0x(10)(11)(12) instead of 0xabc but using letters is the better solution.)

You could try out some online hex calculators, for example: https://www.calculator.net/hex-calculator.html
Only pity not to happen the same with the cockpits
But as I say: "It is always better to have little than nothing!" :)
"Little", yeah, covering 70% of a mesh is far from being "little". (:
(edit: well, I see, for giulietta cockpit I used a debug version which I didn't release, upps...)
I've updated the zip in the concerning post: viewtopic.php?f=16&t=19347&p=154697&hil ... ip#p154697
(Always remember to excute H2O_multiMesh_rename.cmd and handle the *.obj~ separately then.)
.
giulietta_cockpit.png
(some vt in the .obj~ files look a little bit strange to me -> todo list 2020 :D )
I know it's not your area but with the new encryption you can no longer extract the textures.
Do you or anyone else know of any new script or how to extract the DDS files?
Usually Acewell cares for the textures - but for encrypted ones you could open a thread in the Graphic file formats section.
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Last edited by shakotay2 on Mon Jul 15, 2019 3:44 pm, edited 1 time in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
portoalto
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Re: RaceRoom Racing Experience .kluns

Post by portoalto »

Guess you didn't check the "code" in my concerning post?
Find the lines in the obj file (here: lynkco car, car_template_3.obj~) where the spoiled vertices begin (very obvious, imho):
[...]
vt 0.137329 1.472656
v -0.324463 1.050781 -0.132690 line 14879 in notepad, subtract 2, then divide by 2 -> 7438 valid vertices
----- here is where the spoiled vertices begin ---------
vt -27600.000000 40096.000000
There's several face indices lines in the lower left list box of hex2obj which contain the face index 7438.
You need to get the line which doesn't have predecessors with higher FIs than 7438 in it.
(Simply scroll down from a744e1 1 2 3 to the first hit of 7438 -> a87e49 7437 7436 7438)
I saw but for me it did not make sense. Now it does.
I can't give math lessons here but the hexadecimal system has 16 as a base (instead of 10 in decimal system).
So hex is required to use a, b, c, d, e, f which stand for 10, 11, ..., 15.
(Another idea would have been to use parantheses for example 0x(10)(11)(12) instead of 0xabc but using letters is the better solution.)
You could try out some online hex calculators, for example: https://www.calculator.net/hex-calculator.html
I was not expecting math lessons and you were not obliged to do so, but you clarified me a lot with the explanation. Thank you
"Little", yeah, covering 70% of a mesh is far from being "little". (:
Do not get me wrong.
I'm happy with what you've done. Before we had absolutely nothing for this game.
Usually Acewell cares for the textures - but for encrypted ones you could open a thread in the Graphic file formats section.
I'll do that. Thank you.
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Re: RaceRoom Racing Experience .kluns

Post by djibsone2 »

hello everybody any news about ripping of the porsche 962c imsa gtp and nissan r90cp thank you
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Re: RaceRoom Racing Experience .kluns

Post by ELEMENT »

shakotay2 wrote: Sat Jul 13, 2019 9:23 pm fixing lynkco car_template obj~
.
lynkco_4-obj~_12-H2O.png
Can you send me all lynkco tcr model files?Thank you
[email protected]
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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 »

This is what I have:
lynkco_part1.zip

In case you want more you need to engage in it: :D
.
spoiled H2O files (see appended zip) whose params/counts need corrections

(lynkco) car_template.kluns_xx.h2o, where xx is one of:
11,12,15
17,18,19
21,23,29
30,32,33
41,43,44,46
55,56,57,59
60,61,63
72,74,75,77
88,89,90,91
-----------------------------------------

requirements:
copy Hex2obj_0.24e2.exe (in appended zip) to your hex2obj directory (full zip with dlls view link in my sig)
  • (lynkco) car_template.kluns
  • notepad.exe (copy it to your directoy where Hex2obj_0.24e2.exe resides)
  • spoiled H2O files, see list above
actions
  • start Hex2obj_0.24e2.exe
  • load car_template.kluns
  • load one of said H2O files, car_template.kluns_11.h2o here
  • check checkbox right to 'table'-button
  • toggle 'noPtc' button to 'PtCld'
  • press 'mesh' button (spoiled point cloud, yeah)
  • press 'test' button
scroll down in the test.obj file till the vertices go bogus:
...
v -0.324463 1.050781 -0.132690
v -27600.000000 40096.000000 399.750000
...

- place cursor, edit/goto says: line is 7440
- subtract 1 -> 7439
use it as vertex count (step 3)
(press 'mesh' button, you should see a decent point cloud now)

toggle 'PtCld' button back to 'noPtC'

Code: Select all

- decrease face indices count from 23283 to ...
  (well, trial 'n error) ->  19283 

- press go1, scroll down left listbox, max face index is 7135
  (after several attempts:)
  use FI count of 20656 to get the 7439 as vertex count

- replace actual vertex count 9065 by 7439
- press 'mesh' for control
last vt line still bogus then! So finally use 20062/7438

- save mesh and H2O file (result see next post)

Another 30 H2O files to be handled, yeah, sorry, I don't have the time to write code for it.
I'd start with these:

88 (vCount: 9965, FIs: 14300 -> vCount 9933)
90 (vCount: 4170, FIs: 9199 -> vCount 4135)

23 29 30
55 56
60
car_template.kluns_xx-H2Os-correctMe.zip
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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shakotay2
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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 »

face index (FI) count: 20062 -> 6687 faces
.
car_template_3-(H2O_11)-obj.png
Some corrected H2O files for lynkco:

0xA744E1 20062
Vb1
44 20
0xA130D3 7438
040200
0x0 255

0xCA09B4 5610
Vb1
92 20
0xA8B117 2165
040200
0x0 255

0x156BE6F 14348
Vb1
92 20
0x146F575 9965
040200
0x0 255

0x15FD59E 9258
Vb1
92 20
0x1581732 4170
040200
0x0 255

0x10D1969 2979
Vb1
92 20
0x10AD4DB 877
040200
0x0 255

0x11565BA 546
Vb1
44 20
0x1100EB3 346
040200
0x0 255

0x118D9F7 1015
Vb1
44 20
0x11605AE 487
040200
0x0 255

0x12F5CB1 245
Vb1
92 20
0x1297B5D 167
040200
0x0 255

0x130FA3D 482
Vb1
92 20
0x12FBD1B 354
040200
0x0 255

0x1320F42 1421
Vb1
20 14
0x131D6DA 722
040200
0x0 255

---------------------------------

How to create the H2O files

Make_obj-RR RacExp.zip:
shakotay2 wrote: Sat Apr 13, 2019 4:49 pm
for the hoods, read:
shakotay2 wrote: Wed May 01, 2019 9:24 pm
special version hex2obj (Hex2obj-RRRExp.zip):
shakotay2 wrote: Sat Jul 13, 2019 12:37 pm
And, always remember (: :
"yeah, this is the most horrible explanation/tool I ever wrote but bear with me, please, I'm in a real hurry."
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: RaceRoom Racing Experience .kluns

Post by Ricardog »

Hi, anyone managed to extract the WTCR Lync.co original textures / skins and would like to share?
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Re: RaceRoom Racing Experience .kluns

Post by Zangano »

First of all: Thank you for all your work, shakotay2! A very exciting topic and I have managed to familiarise myself with it.

I have tried to extract some kluns files for the last 2 days. I was able to create some kluns-files with your instructions, but I encountered problems and I can't get any further.

It is about the "Audi RS5 DTM 2020". Here is a preview of the obj-files that worked so far.

Image

For example, if I want to correct car_template_89.obj~, I look for the wrong vertices. Actually I should take the line 5284, but after wrong vertices, the list will show correct ones again. Is there a solution or any hint how to solve this problem?

Image

At the same time I would not get a correct face indices count for line 5284.
Image

Image

Apparently there are many vertices missing at the end in the extracted obj-file.
Image

I would really like to extract the models and textures of Audi and BMW. Hopefully you can help me.

Attached you can find an archive with the kluns and h20 files for the Audi.
https://mega.nz/file/8eRhlK5Z#QggZrKEkB ... RS957zuqGs
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Re: RaceRoom Racing Experience .kluns

Post by shakotay2 »

Zangano wrote: Tue Nov 03, 2020 11:34 pmFor example, if I want to correct car_template_89.obj~, I look for the wrong vertices. Actually I should take the line 5284, but after wrong vertices, the list will show correct ones again. Is there a solution or any hint how to solve this problem?
well, I see the problem. This would require some research but I don't have the time for it atm.

As a simple workaround you could replace the bad vertices by v 0.0 0.0 0.0. You might try out this with a hundred v x y z lines but I assume the underlying problem (change of FVFsize?, whatever) won't be solved by this.

In the H2O_multiMesh_rename.cmd there's a list of spoiled obj files - maybe search those to find more intact vertices after having done some corrections?

Code: Select all

ren car_template_6.obj car_template_6.obj~
ren car_template_7.obj car_template_7.obj~
ren car_template_8.obj car_template_8.obj~
ren car_template_9.objx car_template_9.objx~
ren car_template_16.obj car_template_16.obj~
ren car_template_17.obj car_template_17.obj~
ren car_template_20.obj car_template_20.obj~
ren car_template_30.obj car_template_30.obj~
ren car_template_33.obj car_template_33.obj~
ren car_template_34.obj car_template_34.obj~
ren car_template_37.obj car_template_37.obj~
ren car_template_47.obj car_template_47.obj~
ren car_template_48.obj car_template_48.obj~
ren car_template_49.obj car_template_49.obj~
ren car_template_50.obj car_template_50.obj~
ren car_template_51.obj car_template_51.obj~
ren car_template_52.obj car_template_52.obj~
ren car_template_55.obj car_template_55.obj~
ren car_template_65.obj car_template_65.obj~
ren car_template_67.obj car_template_67.obj~
ren car_template_69.obj car_template_69.obj~
ren car_template_72.obj car_template_72.obj~
ren car_template_87.obj car_template_87.obj~
ren car_template_89.obj car_template_89.obj~
ren car_template_90.obj car_template_90.obj~
ren car_template_93.obj car_template_93.obj~
ren car_template_95.obj car_template_95.obj~
ren car_template_96.obj car_template_96.obj~
From the current result it doesn't look that bad to me, good chance that there's some missing lods but I dunno which.
.
Audi.png
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: RaceRoom Racing Experience .kluns

Post by Zangano »

Thanks for your quick reply, shakotay2! Such a shame that you are too busy at the moment.

I will try my best on the next weekend getting a good base model. Maybe a kind of script can filter the deviations and replace them in the list a way faster.
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Re: RaceRoom Racing Experience .kluns

Post by Zangano »

I couldn't keep my hands off it and had to try it out directly tonight. Unfortunately I can't get it right. I tried a small file (car_template_96.obj~) but no chance to extract the required vertices.

May I ask you if the hood (car_template_9.obj) has missing faces on your side too, shakotay2?
hood_prob.png

Besides the 3D stuff: Is it possible to extract the textures at all with the current Raceroom version? I was able to decompress the .kluns.public-file to a .kluns-file (size from 7.836 kb to 60.845 kb) but extracting the textures was not possible for me. All scripts I was able to find for quickbms are unfortunately not working, the mentioned ripping progs cannot find any textures too.
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