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  1. you can post the sample file related to any Ridge Racer games till Slipstream mobile, so I'm starting with my sample model file from Ridge Racer 7 PS3. Since I was importing it with this blender addon, it gave me different errors for wheel mdl and car mdl. car error: Python: Traceback (most recent call last): File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\Ridge-Racer-Blender-Addon-master\__init__.py", line 42, in execute return import_ridgeRacer.main(self.filepath, self.clear_scene) File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\Ridge-Racer-Blender-Addon-master\import_ridgeRacer.py", line 283, in main r7c.read(bs) File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\Ridge-Racer-Blender-Addon-master\Formats\RidgeRacer7\r7c.py", line 65, in read self.read_lod(binaryReader) TypeError: R7C.read_lod() missing 1 required positional argument: 'lod_number' wheel error: Python: Traceback (most recent call last): File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\Ridge-Racer-Blender-Addon-master\__init__.py", line 42, in execute return import_ridgeRacer.main(self.filepath, self.clear_scene) File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\Ridge-Racer-Blender-Addon-master\import_ridgeRacer.py", line 287, in main r7w.read(bs) File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\Ridge-Racer-Blender-Addon-master\Formats\RidgeRacer7\r7w.py", line 23, in read self.read_lods(binaryReader) File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\4.0\scripts\addons\Ridge-Racer-Blender-Addon-master\Formats\RidgeRacer7\r7w.py", line 34, in read_lods R7W_part = R7W.R7W_PART(binaryReader, lod_offset) TypeError: R7W.R7W_PART.__init__() takes 1 positional argument but 3 were given whereas the car mdl import worked for Ridge Racer 6 format. so yeah, I may be making the same topic but for the texture sides. raggio.zip wheel.zip
  2. Okay I want to get the 3d models (Cars and tuning parts) from these two game franchises 1. Motorstorm 2. Fuel Before it is asked, Ninjaripper doesn't work with RPCS3. I've also checked discord servers but not really much help there. If you know anything about either franchise, I'll like to know. I want to mod these vehicles into GTA V and others. Thank you
  3. since I've found a way to dump Critical Velocity PS2, basically a Japanese spin-off game of the Ridge Racer series, thx to ikskoks for the bms dump script in here, I'm interested more on the car models. Is there anyone who can work on those models? You can also put some sample files for maps or character models too. sprout sample car.7z
  4. Howdy modders! Not sure where else to post this, but I just wanted to share a small personal project with you all that I took a week or so to create. https://jenkinstr.github.io/JMD-Forza-Vehicle-Database/ The page itself takes a bit to load because of the thousands of elements, give it a second or two until it fully loads before using it, as the JavaScript to make the filters/search work loads last. It's not particularly mobile friendly either but that shouldn't be a problem for modders. I tested it on a range of screen sizes. This was created from all versions of Forza that are extractable on PC, with the only exception being Apex and the most recent Motorsport 2023. FM5 and FM6 are not included as they were never released for PC, and FM1 is excluded as it uses a different file system for vehicles than the rest. If you have any questions or suggestions or just want to discuss the crazy amounts of data, I'd love to hear it! 🙂
  5. Hello, I've tried working on reverse-engineering the 3D format of Ignition. I'm currently working on the demo version, as I think it's easier for everyone to get involved helping with this. You can download the demo on the Internet Archive : https://archive.org/details/IGNITION_201606 I would like to read the 3D models for the cars, and the tracks of the game. Thankfully, it seems that it would be an easy process, as there aren't a lot of files, and some of them are easy to understand. If you go into the cars/ directory, you'll find the three files cars.msh, cars.tex, and cars.plc. As suggested, .MSH probably holds meshes, .TEX holds textures, and I have no idea about .PLC. The cars.tex file is an 256x1536 bitmap with indexed colors. The color palette is the sys.col file, located at the root of the directory (8 bytes of header, and 256 x 3 bytes of color palette (red, green, blue)). The cars.plc file looks like a 20-bytes data structure, with a 4 bytes header. Here's the rendering of the file, under binocle, using the Turbo palette, minus 4 bytes. The cars.msh file looks like a succession of 44-bytes data structure, without header. Here are the first bytes of the file, rendered under binocle, using the Turbo palette. Hoping that it'll inspire someone more talented than me to fiddle around this thing!
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