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    • I know Durik made a noesis plugin back in 2022 but sadly it was lost in xentax being shutdown so I had found what I had to find so far for ripping Wangan Midnight Maxi Tune 3 car models. The forum I found so far is this: https://web.archive.org/web/20230513195504fw_/https://forum.xentax.com/viewtopic.php?t=25810 I think that's Durik's python script for igb model for noesis, but kinda unfinished. import sys import struct input = sys.argv[1] with open(input, 'rb') as rb, open(input.replace('.igb', '.obj'), 'w') as wb: rb.seek(1761231) vert = struct.unpack('%if'%(35100*3), rb.read(35100*12)) for x in range(0, len(vert), 3): wb.write('v %f %f %f \n'%vert[x:x+3]) for x in range(1, 35100, 3): wb.write('f %i %i %i \n'%(x, x + 1, x + 2)) c++ code #define _CRT_SECURE_NO_DEPRECATE #include <iostream> int main(int argc, char* argv[]) { if (argc > 1) { FILE* rb = fopen(argv[1], "rb"); FILE* obj = fopen("wheel.obj", "w"); float* vert = new float[35100 * 12]; fseek(rb, 1761231, 0); fread(vert, 4, 35100 * 3, rb); for(int i = 0; i < 35100 * 3; i+=3) fprintf(obj, "v %f %f %f \n", vert[i], vert[i+1], vert[i+2]); for (int i = 1; i < 35100; i += 3) fprintf(obj, "f %i %i %i \n", i, i + 1, i + 2); fclose(rb ); fclose(obj); } std::cout << "Done!\n"; } or c# using System.IO; namespace example { internal class Program { static void Main(string[] args) { if (args.Length > 0) { float[] vert = new float[35100 * 12]; using (var InStream = File.Open(args[0], FileMode.Open)) { using (var reader = new BinaryReader(InStream)) { InStream.Seek(1761231, SeekOrigin.Begin); for (int i = 0; i < 35100 * 12; i++) vert[i] = reader.ReadSingle(); } } using (var OutStream = new StreamWriter(args[0].Replace(".igb", ".obj"))) { for (int i = 0; i < 35100 * 3; i += 3) OutStream.WriteLine($"v {vert[i]} {vert[i + 1]} {vert[i + 2]}".Replace(',', '.')); for (int i = 1; i < 35100; i += 3) OutStream.WriteLine($"f {i} {i + 1} {i + 2}"); } } } } } I'm not sure if this would also work for Maxi Tune 3DX, 3DX+ 3d assets, but yeah I would appreciate for any luck for testing out these code for the sample file I posted early on.
    • Hello, I would like to Mod Track Collision files in ToCA Race Driver 3 as well as the Track Environment ZModeler2 allows me to view track mesh (.px files) although i need to rename them to .p3d as the filter in zmodeler2 was made for working with cars (.P3D) not tracks (the format is simillar, additionally cars require the export of the part.map file, tracks dont have it)  so the texture mapping basically fucks off and its impossible to export correctly... aswell the filter does not support all game shaders on export (col.col collision files not supported in this program)  Back in the days user Nenkai helped me to view them in Model Researcher Program https://github.com/Nenkai/010GameTemplates/tree/main/Codemasters/Race_Driver_3  But nothing has been done in the direction of collision modeling and export The 3DSimED3 tool has ONLY import option of .px track files (visual) i have tried to look for source code of this to get more info about the .px format but failed Also, Oleg - the owner of ZModeler has no longer access to the old ZModeler2 modules, and he refuses to work further in this game Will this ever be possible yet to make an editor to mod the track mesh with collision modding integrated? ALSO! There's  aib.big archive which cointains .AI cars data and track minimap coded in the file, also it determines coordinates of start/finish line etc etc... In order to fully support track editing this would also need to be resolved I will attach files from one track - Adelaide Circuit (You can open .big files using iRipper 1.9) RD3format.zip contains a file released by Codemasters that explains .p3d file, maybe it can help with the .px structure   ade1.zip RD3format.zip iRipper 1.9.zip
    • Just adding to this thread, I find it very interesting that people are actually trying to find a way to mod BigAnt games. I am more into Cricket 24 which has very similar files to the Rugby 25 ones seen above. I hope somebody can figure out a way to create a tool to help mod the game, that would be awesome! I am a beginner when it comes to modding so I have very little to no idea about different package files and how to unpack them.
    • open FDDE "buny" 0 comtype "ZSTD" idstring "BunyArchTheForge" goto 0x20 get TOC_OFF longlong get TOC_SIZE longlong get NAMES_OFF longlong get NAMES_SIZE longlong get TOC2_OFF longlong get TOC2_SIZE longlong xmath FILES "TOC_SIZE / 0x28" putVarChr MEMORY_FILE NAMES_SIZE 0 log MEMORY_FILE 0 0 log MEMORY_FILE NAMES_OFF NAMES_SIZE get FNAME filename for i = 0 < FILES savepos TOC_OFF get TYPE longlong get SIZE longlong get NAME_OFF long get NAME_SIZE long get OFFSET longlong get ZSIZE longlong savepos POS goto NAME_OFF MEMORY_FILE getdstring NAME NAME_SIZE MEMORY_FILE open FDSE NAME 1 CHECK if CHECK == 1 get NEW_SIZE asize 1 get NEW_OFFSET asize 0 append log FNAME 0 NEW_SIZE 1 append goto TOC_OFF put 0x00 longlong put NEW_SIZE longlong get DUMMY longlong put NEW_OFFSET longlong put NEW_SIZE longlong endif goto POS next i Script for packing new/modified files to .buny archives (not reimport!). Requires -w option for quickbms.
    • comtype "ZSTD" idstring "BunyArchTheForge" goto 0x20 get TOC_OFF longlong get TOC_SIZE longlong get NAMES_OFF longlong get NAMES_SIZE longlong get TOC2_OFF longlong get TOC2_SIZE longlong xmath FILES "TOC_SIZE / 0x28" putVarChr MEMORY_FILE NAMES_SIZE 0 log MEMORY_FILE 0 0 log MEMORY_FILE NAMES_OFF NAMES_SIZE for i = 0 < FILES get TYPE longlong get SIZE longlong get NAME_OFF long get NAME_SIZE long get OFFSET longlong get ZSIZE longlong savepos POS goto NAME_OFF MEMORY_FILE getdstring NAME NAME_SIZE MEMORY_FILE if ZSIZE == SIZE log NAME OFFSET SIZE else goto OFFSET getdstring DUMMY 0x10 get NUM long math NUM *= 0x08 math OFFSET += 0x18 math ZSIZE -= 0x18 math OFFSET += NUM math ZSIZE -= NUM if ZSIZE == SIZE log NAME OFFSET SIZE else clog NAME OFFSET ZSIZE SIZE endif endif goto POS next i Here is a full script to extract buny files.
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