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 Kotton » Wed Dec 01, 2010 7:48 am

excellent work iOrange.. many thanks for opening the door for all of us, your work is definitely appreciated Image
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Postby Doombuster » Wed Dec 01, 2010 8:01 am

Ваще отлично ребята! Такими темпами, скоро на кастомных авто помчимся по этим потрясающим трассам.
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Postby smokey8808 » Wed Dec 01, 2010 8:48 am

awesome iOrange, thanks a lot ! its even more awesome that you actually share it with the rest of us, respect.

works like a charm so far :)
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Postby CVPI19 » Wed Dec 01, 2010 3:54 pm

iOrange wrote:
CVPI19 wrote:I can't seem to download it because of the fact it requires me to have an account and on top of that its Russian. I can't read Russian without a translator.


Sorry, I always use Google for file sharing. I've attached tool.


Thanks dude this will make alot of people over at NFSCars and NFS Police HQ happy since they want to do mods for the game.
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Postby Australian made » Thu Dec 02, 2010 12:58 am

CVPI19 wrote:
iOrange wrote:
CVPI19 wrote:I can't seem to download it because of the fact it requires me to have an account and on top of that its Russian. I can't read Russian without a translator.


Sorry, I always use Google for file sharing. I've attached tool.


Thanks dude this will make alot of people over at NFSCars and NFS Police HQ happy since they want to do mods for the game.


lol is that all of nfscars, or just the ones who arent whinging and complaining how bad the game is LOL,

joking...
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Postby Anonymous dude » Thu Dec 02, 2010 3:35 am

Good work. But after importing .obj to Zmod (or to another 3d program) mapping is lost. Can you fix that?
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Postby iOrange » Thu Dec 02, 2010 6:45 am

Anonymous dude wrote:Good work. But after importing .obj to Zmod (or to another 3d program) mapping is lost. Can you fix that?


Unfortunately, at this moment I have some troubles with extracting uv-mapping, so still working on it.
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Postby CVPI19 » Thu Dec 02, 2010 7:48 am

Australian made wrote:
CVPI19 wrote:
iOrange wrote:
CVPI19 wrote:I can't seem to download it because of the fact it requires me to have an account and on top of that its Russian. I can't read Russian without a translator.


Sorry, I always use Google for file sharing. I've attached tool.


Thanks dude this will make alot of people over at NFSCars and NFS Police HQ happy since they want to do mods for the game.


lol is that all of nfscars, or just the ones who arent whinging and complaining how bad the game is LOL,

joking...


No I was just saying that everyone there would be happy to get their hands on this tool to use to rip models and textures.
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Postby XN » Thu Dec 02, 2010 9:46 am

CVPI19 wrote:
Australian made wrote:
CVPI19 wrote:
iOrange wrote:
CVPI19 wrote:I can't seem to download it because of the fact it requires me to have an account and on top of that its Russian. I can't read Russian without a translator.


Sorry, I always use Google for file sharing. I've attached tool.


Thanks dude this will make alot of people over at NFSCars and NFS Police HQ happy since they want to do mods for the game.


lol is that all of nfscars, or just the ones who arent whinging and complaining how bad the game is LOL,

joking...


No I was just saying that everyone there would be happy to get their hands on this tool to use to rip models and textures.


I, for one, want to ADD models into NFS HP.

Anyway, great work iOrange!
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Postby komy88 » Sat Dec 04, 2010 6:32 am

how open this in 3ds max ?
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Postby komy88 » Sun Dec 05, 2010 10:24 am

Anybody need help how to import in 3ds max :D
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Postby Oleg » Mon Dec 06, 2010 1:57 am

NFSHP Filter is under research.
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Postby Australian made » Mon Dec 06, 2010 2:45 am

good news oleg,
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Postby CVPI19 » Mon Dec 06, 2010 8:00 am

Oleg wrote:NFSHP Filter is under research.


Let us know how it goes and if you are successful will this filter be added to the next update of Zmodeler 2 and do you plan to do a Zmodeler 3 in the future or no?
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Postby iOrange » Mon Dec 06, 2010 8:55 am

Oleg wrote:NFSHP Filter is under research.

Cool!
I've made some updates to my tool - some crashes fixes, textures mipmaps extracted properly + added ability to re-assemble game bundle pack (in such way you could replace files with your own), but, unfortunately, NFS doesn't load my bundles. Still investigate this way.

BTW. I could mail you my sources if this will help you.
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Postby komy88 » Mon Dec 06, 2010 2:44 pm

iOrange can you help me to import models to 3ds max thats all I need :) tnx
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Postby XN-Sigma » Mon Dec 06, 2010 3:15 pm

Oleg wrote:NFSHP Filter is under research.

Thanks for looking into it Oleg! :D

Cool!
I've made some updates to my tool - some crashes fixes, textures mipmaps extracted properly + added ability to re-assemble game bundle pack (in such way you could replace files with your own), but, unfortunately, NFS doesn't load my bundles. Still investigate this way.

Interesting, so, I tried your tool and opened some random car file, it seemed to be the lamborghini one, it had like... 600 files into it but most of them were "unknow", are they coding, animation sets, car sounds or maybe just text files with configurations? Any guess on that yet? It really bugs my mind the crazy amount of files inside the bundles... :shock:
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Postby iOrange » Mon Dec 06, 2010 10:47 pm

komy88 wrote:iOrange can you help me to import models to 3ds max thats all I need :) tnx

1) follow this screenshot - http://habreffect.ru/files/9df/8b10db4dc/NFS.png
2) it will save you an *.obj file
3) import this *.obj file into 3DSMax
4) ?????
5) PROFIT !
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Postby komy88 » Tue Dec 07, 2010 1:53 am

tnx iOrange :D I had problem with with importing I don't know why, I had max 2010, now I instal 2011 and import is ok :D thanks anyway withouth you I wouldn't be so happy :D
every time I see your nick it reminds me on this :D
http://www.youtube.com/watch?v=HFZtOk42ets&feature=fvst
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Postby Oleg » Wed Dec 08, 2010 7:05 am

Well, here's a screenie of veyron you've sent me on first page.

at the moment, I haven't located object names, material names, texture names. I doubt they could be decoded from their Hash-values.

geometry model resides on skeletal-based hierarchy (GTA4-like) and could be split onto parts if needed (again, no object names available, it will be a complete mess to have so many unnamed objects in scene). Additionally, mesh is binded to deformation primitive. I haven't bothered with this stuff yet.

shaders have no names and are poorly know at the moment. All shader textures are loaded onto UV#1, even thought textures can and do use other UV channels. Upto 3 UV channels per mesh have been seen so far.
Attachments
BgV01.jpg
ZMod screenshot of Veyron.
BgV02.jpg
Same, with dirt&scratch layer
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Postby iOrange » Wed Dec 08, 2010 9:23 am

Good work Oleg!

Unfortunately I'm very busy now, so I can not devote the time to research NFS:HP.
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Postby CVPI19 » Wed Dec 08, 2010 6:49 pm

Oleg wrote:Well, here's a screenie of veyron you've sent me on first page.

at the moment, I haven't located object names, material names, texture names. I doubt they could be decoded from their Hash-values.

geometry model resides on skeletal-based hierarchy (GTA4-like) and could be split onto parts if needed (again, no object names available, it will be a complete mess to have so many unnamed objects in scene). Additionally, mesh is binded to deformation primitive. I haven't bothered with this stuff yet.

shaders have no names and are poorly know at the moment. All shader textures are loaded onto UV#1, even thought textures can and do use other UV channels. Upto 3 UV channels per mesh have been seen so far.


Great job keep it up Oleg will this filter be in the next release of ZModeler 2 and if you get it under control do you think a export option will be possible or no I mean not at the moment I mean in the future.
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Postby smokey8808 » Fri Dec 10, 2010 1:48 am

great to see progress Oleg, thank you very much good sir. cant wait to see more :)
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Postby iOrange » Sun Dec 12, 2010 3:50 am

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

Changelog:
* Textures now extracted with mipmaps (if any)
* Models now extracted with normals and uv-mapping (uv-mapping in test version :wink: )
* Extract All now extracts models too
* Overall stability fixes

PS. I'm still working on importing resources back to game bundles.
Attachments
NFSHPExplorer_v0.2.zip
(5.13 MiB) Downloaded 3022 times
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Postby Oleg » Sun Dec 12, 2010 4:22 am

very nice, iOrange!
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