NFS Hot Pursuit 2010

Post suggestions or wishes on tools and features for zmodeler2 here. Improvements you want to see are also welcome.

Moderators: _RicH_, Oleg

Postby smokey8808 » Sun Dec 12, 2010 10:29 pm

great update. files extract fine and meshes look good. some parts have uv mapping, some (interior on the one i tested) still unmapped. but we can clearly see your tool is working and gets improved - thank you !
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Postby iOrange » Mon Dec 13, 2010 3:36 am

Thanks for the feedback!

As I wrote - uv-mapping is in test mode, I'll improve it in next update.
Also I want to add models preview (such as for textures), so you will be able to look at model and decide - extract it or not.
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Postby smokey8808 » Mon Dec 13, 2010 4:50 am

sounds nice - looking forward to it :)
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Postby Australian made » Mon Dec 13, 2010 5:26 am

as in a 3d view? that'd work, on so many levels
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Postby Jack » Mon Dec 13, 2010 1:44 pm

So by utilizing the HPexplorer tool it's also possible to extract the raw data.

Too bad it can't be read by just anything to my knowledge, since it would allow me to mod a few things.

I'd like to enable a few free roaming features, I dunno if these are possible but being able to pursuit randomly spawned racers, perhaps enable to police patrol units and add certain heat waves would add a lot more replay value to it to me.

Anyone know if this is possible to do?
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Postby smilingfrog » Mon Dec 13, 2010 8:07 pm

iOrange wrote:Small update to my tool.
New version (0.2) is attached.

Good stuff, iOrange!

I modified a script I used for Burnout Paradise a little bit and was able to extract the same resources and information as what you have except for the UV-mapping. :) While I have been able in the past to import back resources (textures, translations and challenges) into BP my script is not general purpose enough to be useful for NFSHP as it stands now. Nevertheless, I hope to be able to help out with what I know, where I can.

I have attached a text file describing the object relationships (as far as I can tell) in the *_MS.BIN files in case it helps you further. This example is for the Aston Martin One-77 racer vehicle (the vehicle with the smallest file size). It looks like index 160 might be the "root" object for this particular vehicle.
Attachments
VEH_383527_MS.zip
object hierarchy for Aston Martin One-77 racer
(14.82 KiB) Downloaded 195 times
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Postby smilingfrog » Mon Dec 13, 2010 8:33 pm

Jack wrote:I'd like to enable a few free roaming features, I dunno if these are possible but being able to pursuit randomly spawned racers, perhaps enable to police patrol units and add certain heat waves would add a lot more replay value to it to me.

Anyone know if this is possible to do?

I did something similar for Burnout Paradise. It looks like NFSHP is a bit more complex, however, seeing that not all challenge instances are of the same byte length. You'll likely have to change the contents of CHALLENGEDEFINITIONS.BNDL and CHALLENGEINSTANCES.BNDL for starters. I'd suggest starting by locating the challengeinstances data in memory while the game is running and play with the various values to see what effect they have (assuming the game doesn't reload the files, which it might). Alternatively, try and deduce what's what by looking at the data. I've attached a file which could be a good starting point. I only got as far as to the challenge name last time I looked at it, so there's a whole lot of work left if you're up for it.
Attachments
CHALLENGEINSTANCES.zip
A dump of challenge instances.
(65.34 KiB) Downloaded 133 times
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Postby Oleg » Mon Dec 13, 2010 9:53 pm

smilingfrong, in HP the contence of BIN file seems to include some sort of tables or databases. It includes a data laid in a file and references to data type definition to wrap over this data. I'm not sure what type of data should be reconstructed from this yet.
Code: Select all
   index:211 id:0005DA47 type:object_instance
      index:428 id:00018AA2 type:object_type_definition (Drift_exit)
.....
.....
      index:426 id:00018A98 type:object_type_definition (Mix)
      index:388 id:00018A95 type:object_type_definition (Gear)
      index:425 id:00048C2A type:object_type_definition (Strain)
etc.

in HP these data definitions are laid in separate files as is.. 30-40 definitions. and something around 20 data files that refers to data definition. Probably, iOrange can make some visualization (like a list or expandable tree to browse this) ?

unfortunally, data name (Mix, Gear, Strain etc) are the only readble names, while their parameters are 32-bit wrapped names and can't be yet recovered. (some of them are 4-character names are easy-recovered, like "Time", "Data", "Type", and like this. the rest is in "hash-look-state").
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Postby Jack » Tue Dec 14, 2010 1:57 pm

smilingfrog wrote:I did something similar for Burnout Paradise. It looks like NFSHP is a bit more complex, however, seeing that not all challenge instances are of the same byte length. You'll likely have to change the contents of CHALLENGEDEFINITIONS.BNDL and CHALLENGEINSTANCES.BNDL for starters. I'd suggest starting by locating the challengeinstances data in memory while the game is running and play with the various values to see what effect they have (assuming the game doesn't reload the files, which it might). Alternatively, try and deduce what's what by looking at the data. I've attached a file which could be a good starting point. I only got as far as to the challenge name last time I looked at it, so there's a whole lot of work left if you're up for it.


Thanks for the heads up and the dump, it will come in handy trying to enable the features I'd wanna see take place. Hopefully I'll figure it out shortly so we can extend the game's replay value in a different sense, that is if I figure it out.

Thanks again.
Jack
 

Postby Oleg » Wed Dec 15, 2010 4:59 am

Well, I've submitted current version of filter into updates server. It's not that much of features, just loading of models and textures.

Run ZMAutoUpdate utility to get recent updates.
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Postby NFS Police Force » Wed Dec 15, 2010 11:39 am

Help I have 3dmax .How in the Heck do you get the obj patch .Please gave me a link and how do you install it into 3dmax. This is really pissing me off . Thanks for your help.
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Postby smokey8808 » Wed Dec 15, 2010 1:33 pm

thank you very much oleg, import of meshes and textures works fine so far. looking forward to improvements, most objects even seem to have correct mapping and materials already ! thats sweet.
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filter

Postby reXar » Wed Dec 15, 2010 10:57 pm

thank you, Oleg, for this update :D
anybody can say me, where .bin files located in Hot Purusit directory ?
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Re: filter

Postby Australian made » Thu Dec 16, 2010 12:47 am

reXar wrote:thank you, Oleg, for this update :D
anybody can say me, where .bin files located in Hot Purusit directory ?


x:\Program Files\Electronic Arts\Need for Speed(TM) Hot Pursuit\VEHICLES


x being your drive, if you installed default that is what your path should be 8)
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Postby Kotton » Fri Dec 17, 2010 2:07 am

you're a madman Oleg Image many thanks - works flawlessly with the meshes.. can we expect part names in the near future? (not really necessary of course)
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Postby CEWAbenteuern » Sun Dec 26, 2010 5:14 pm

I extracted the Porsche 918 Spyder model, and I was wondering if anyone could help me with the materials. I can't figure out how to apply the interior .dds to the model correctly. I can add everything without a problem. Thanks for your help!

Corbin
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Postby Oleg » Mon Dec 27, 2010 1:15 am

try changing texture UV channel. some textures are mapped to uv#2 and even uv#2 channel.
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Postby CEWAbenteuern » Mon Dec 27, 2010 6:50 am

I'm still not having any luck. If you would like I can send you the model and .dds file so you can try mapping it.
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Postby Oleg » Mon Dec 27, 2010 9:12 am

nope.
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Postby CEWAbenteuern » Mon Dec 27, 2010 1:20 pm

Ok. Well, thanks for trying to help.
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Postby smokey8808 » Mon Dec 27, 2010 1:20 pm

CEWAbenteuern wrote:I can't figure out how to apply the interior .dds to the model correctly.


you do use zmodeler to import the .bin archive ?
because i just tried the 918 and the interior mapping is fine.
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Postby CEWAbenteuern » Tue Dec 28, 2010 4:50 am

smokey8808 wrote:
CEWAbenteuern wrote:I can't figure out how to apply the interior .dds to the model correctly.


you do use zmodeler to import the .bin archive ?
because i just tried the 918 and the interior mapping is fine.


hmmm. That might make a difference. I've been using the extractor that iOrange made. Thanks for the help.
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Postby CVPI19 » Sat Jan 01, 2011 5:26 pm

iOrange I was wondering do you think once the files for the Xbox 360 DLC are examined do you think you could update the NFSHPExplorer to open files from the Xbox 360 version and maybe even convert to in their original form to PC format?
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Postby smokey8808 » Wed Jan 05, 2011 11:33 am

are you still working on the filter oleg ?
if theres no shot at getting hierachy links / mesh names any time soon, i would welcome import options 'split objects by materials/groups' such as the .obj filter features, it would definetly speed up the process of cleaning the hierachy manually.
a possible future feature of proper mesh names would still go well with that, too.
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Postby Gamer boy » Wed Jan 05, 2011 9:24 pm

Hello Guys,

First of all i want to say that iam very impressed from the work of both Oleg and iOrange , but still iam in a problem. i want to get Global textures of this game , like Carbonfiber but i don't know where they are stored, so can any one tell me where they are stored?
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