NFS The Run

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NFS The Run

Postby jpaang » Wed Feb 15, 2012 6:39 pm

All of the cars in this game are very clean cut when it comes to graphics. The geometry files are another story. they are not you regular NFS .BIN files. I'm attaching a .zip file with two files that were parts of a bundle archive. I used a QuickBMS script to unpack the archive.
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supersnake_nfstr.zip
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Re: NFS The Run

Postby Threepwood » Wed Jul 11, 2012 11:55 pm

May I ask if there is somehthing new to this? If any additional fle is needed, I'd be happy to upload it.
NfS:TR or NfS:W(orld) would be nice to have importable.
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Re: NFS The Run

Postby Oleg » Thu Jul 12, 2012 12:12 am

Nope. The Run files are still a packed archieves of entire car assembly including phisics data, textures, shaders, sound data, rigid mesh, collision stuff, setup scripts, and the geometry itself. Unless these bundles are unpacked, ZMod will not deal with such a packs of data.
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Re: NFS The Run

Postby Threepwood » Thu Jul 12, 2012 12:15 am

Ok thanks, couldn't find that info anywhere. So if I'm right, after unpacking that you would do an importer? Or no chance at all because too busy with ZM3 (which I could understand)?
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Re: NFS The Run

Postby Oleg » Thu Jul 12, 2012 12:26 am

In general, a DXRipper is a preferable choice when you need to rip models from the game. I did not plan to make any NFS filters at the moment.
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Re: NFS The Run

Postby Threepwood » Thu Jul 12, 2012 12:31 am

I understand, but for that you need Win XP, 3ds max 2010 (or older) and dx9. Thats why this is not an option :/
But thanks anyway. Just needed to know if its worth to dig into it, before you might say "no" at all ;)
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Re: NFS The Run

Postby Oleg » Thu Jul 12, 2012 12:59 am

:) Nope, I don't have this game, neither I planned this to be moddable.

rFactor2 is the most preferrable at the moment for filter consideration.
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