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 Post subject: Cars Race-o-Rama .xng
PostPosted: Sun Dec 08, 2019 7:42 pm 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 445
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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


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PostPosted: Mon Dec 09, 2019 3:44 am 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 445
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


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PostPosted: Fri Jan 08, 2021 2:31 am 

Joined: Tue Sep 01, 2015 9:44 am
Posts: 90
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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.


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PostPosted: Fri Jan 08, 2021 7:33 pm 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 445
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.


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PostPosted: Mon Jan 11, 2021 12:48 pm 

Joined: Sat Oct 03, 2020 7:56 pm
Posts: 13
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?


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PostPosted: Mon Jan 11, 2021 3:40 pm 

Joined: Tue Sep 01, 2015 9:44 am
Posts: 90
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 28 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 22 times


Last edited by Allen on Tue Jan 12, 2021 1:30 pm, edited 2 times in total.

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PostPosted: Mon Jan 11, 2021 3:41 pm 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 445
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.

Image

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


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PostPosted: Tue Jan 12, 2021 1:41 am 

Joined: Sat Oct 03, 2020 7:56 pm
Posts: 13
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


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PostPosted: Tue Jan 12, 2021 1:37 pm 

Joined: Tue Sep 01, 2015 9:44 am
Posts: 90
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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PostPosted: Tue Jan 12, 2021 2:01 pm 

Joined: Sat Oct 03, 2020 7:56 pm
Posts: 13
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?


Last edited by Code on Tue Jan 12, 2021 2:53 pm, edited 1 time in total.

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PostPosted: Tue Jan 12, 2021 2:31 pm 

Joined: Tue Sep 01, 2015 9:44 am
Posts: 90
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.


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PostPosted: Tue Jan 12, 2021 7:16 pm 

Joined: Sat Oct 03, 2020 7:56 pm
Posts: 13
Alright, Thank you again for your help, waiting for any news


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PostPosted: Tue Jan 12, 2021 11:17 pm 

Joined: Sat Oct 03, 2020 7:56 pm
Posts: 13
@Allen one of my programmers is asking if it would be possible for you to make a .FBX to .XNG script


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PostPosted: Wed Jan 13, 2021 6:40 am 

Joined: Tue Sep 01, 2015 9:44 am
Posts: 90
Sorry, there are still some unknown things in this format, and I have no plans to write an exporter.


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PostPosted: Wed Jan 13, 2021 8:42 am 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 445
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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