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Cars Race-o-Rama .xng
https://zenhax.com/viewtopic.php?f=5&t=12889
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Author:  DJ Normality [ Sun Dec 08, 2019 7:42 pm ]
Post subject:  Cars Race-o-Rama .xng

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Vertex offset
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Face offset
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UV offset
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This is the first time I have used the Tri-Strip. Not too sure what it does but seems to work :lol:
If anyone could write a simple script or drop and drag .exe for these files I would appreciate it.

Sample File
https://drive.google.com/file/d/1kjjJzl ... sp=sharing

Author:  DJ Normality [ Mon Dec 09, 2019 3:44 am ]
Post subject:  Re: Cars Race-o-Rama .xng

Perseverance pays off.
He was located in the one of the JCAN_Body.xng file. Its the only one thats 558KB of Mcqueen.
Video of extraction.
https://www.youtube.com/watch?v=bC52TkS-KGs

Author:  Allen [ Fri Jan 08, 2021 2:31 am ]
Post subject:  Re: Cars Race-o-Rama .xng

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This is a car that can talk and jump.
However, it is still not sure how the texture works, maybe you should provide a complete archive file.

Author:  DJ Normality [ Fri Jan 08, 2021 7:33 pm ]
Post subject:  Re: Cars Race-o-Rama .xng

All i have is the .XNG's .P3G's and the texture maps. There was other data like .ini files and .txt files but i didnt think they were useful. I sent you a dm of the tools I used and the game download. But I dont have any of the original content anymore.

Author:  Code [ Mon Jan 11, 2021 12:48 pm ]
Post subject:  Re: Cars Race-o-Rama .xng

Interesting, did you load of one the .got/wot animation files for McQ? would it be possible to open these up in Blender or 3ds Max? because this could be useful for me since i am modding the games and i would like to edit models or create new animations, we develop a mod that's goal is to combine three games released by THQ into one game using the second game (Cars Mater-National) as a base for a mod we call Hi-Octane, if you're willing to help us or something i may give you an invatation link to our discord server
also you're using the rainbow_studios.bms script to unpack Race-O-Rama data correct?

Author:  Allen [ Mon Jan 11, 2021 3:40 pm ]
Post subject:  Re: Cars Race-o-Rama .xng

I made a NOESIS plugin, supports models, bones, and skins.

*Edited*:Added color and uv2 support.
Attachment:
carsraceorama_xng_p3g.zip [10.45 KiB]
Downloaded 26 times


If you are interested, here is a 010 Hex Editor format template of the model file.

Attachment:
Cars Race-o-Rama .xng 010template.zip [1.21 KiB]
Downloaded 21 times

Author:  DJ Normality [ Mon Jan 11, 2021 3:41 pm ]
Post subject:  Re: Cars Race-o-Rama .xng

Thank you so much Allen. Finally after 3 years :D

@Code i used the cars_ror_p3r.bms script

Noesis does crash on some of these. Not too sure. I went ahead and packed all the files I do have for you if you need to do more test. Probably an unnecessary amount of files but I didn't know what all you needed. And seems not all meshes are the same.

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Archive
https://drive.google.com/file/d/10e9_kv ... sp=sharing

Author:  Code [ Tue Jan 12, 2021 1:41 am ]
Post subject:  Re: Cars Race-o-Rama .xng

Noesis seems to be crashing while trying to load characters that have Headlights and Breaklights just checked it a couple of times and each time i loaded characters with no headlights or breaklights it worked just fine and with headlights and breaklights Noesis seems to crash

Author:  Allen [ Tue Jan 12, 2021 1:37 pm ]
Post subject:  Re: Cars Race-o-Rama .xng

Added support for models with headlights, brake lights, and colored buildings.

I think it would be perfect if the texture with the correct file name can be unpacked.
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Author:  Code [ Tue Jan 12, 2021 2:01 pm ]
Post subject:  Re: Cars Race-o-Rama .xng

Thank you for the information, also one of our programmers is asking if you could release the source code of the script, we're trying to see if we could convert a .fbx file to .xng
there is also another model file format .gcg it's mainly used by the Wii version of these games, it's mostly a different version of .xng could you maybe look into these as well?

here is a sample file: https://drive.google.com/file/d/1bO_n-f ... sp=sharing

would there be anyway of contacting you anywhere else besides here? like Discord or something like that?

Author:  Allen [ Tue Jan 12, 2021 2:31 pm ]
Post subject:  Re: Cars Race-o-Rama .xng

I also updated the 010 format template. I have posted the format, and I think sharing the format is important. If you understand the format, you can process the model accordingly.
I will take a look at the WII format when I have time. Generally, the native geometry of console games on different platforms will be different, and other data will remain roughly unchanged.

Author:  Code [ Tue Jan 12, 2021 7:16 pm ]
Post subject:  Re: Cars Race-o-Rama .xng

Alright, Thank you again for your help, waiting for any news

Author:  Code [ Tue Jan 12, 2021 11:17 pm ]
Post subject:  Re: Cars Race-o-Rama .xng

@Allen one of my programmers is asking if it would be possible for you to make a .FBX to .XNG script

Author:  Allen [ Wed Jan 13, 2021 6:40 am ]
Post subject:  Re: Cars Race-o-Rama .xng

Sorry, there are still some unknown things in this format, and I have no plans to write an exporter.

Author:  DJ Normality [ Wed Jan 13, 2021 8:42 am ]
Post subject:  Re: Cars Race-o-Rama .xng

Thanks again for looking into it. They look great. :D I didn't know you were able to get the bones too. Amazing work.
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