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Hello! Im wanting to make this post and set a bounty to find the location of the Nascar Thunder 04 car model location and be able to port in the Nascar 09: Trucks/Nationwide/COT, Thunder 03 cars, and 2006's Dodge Charger model. Our goal is to find the location of the car models of these games so we can port over the car models into Nascar Thunder 2004 PCSX2. EA's File Type is the same between all games on PS2 so if we find the model location in 09 and 04 we can in theory inject the 09 model into the 04 version with Madmodx. The Madden tools work with nascar games. In a perfect world if we can figure out how the models are formatted we can port over the NR2003 models but at the moment I am more worried about getting these other EA game files located and extracted for these games so we can inject the models and backport them/up-port. Getting this done will be a major help in getting one of the final pieces of the Thunder 04 modding we need done and getting 09 and 03s models into 04 merge all 3 major mods into one game
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Hello everyone, I’m currently researching the internal asset formats used in NASCAR Unleashed, specifically the PS3 and Nintendo 3DS versions, and I’m hoping someone here might have insight or experience with these files. I have access to the game data and have identified what appear to be 3D model resources, likely including cars, tracks, or environment geometry. However, the formats are not immediately recognizable by standard 3D tools (Blender, Noesis default loaders, etc.), and the file headers suggest they may be custom or lightly modified engine-specific formats rather than something standard like FBX, OBJ, or COLLADA. Some technical observations / questions: The PS3 version appears to use big-endian data, which is expected, but I’m unsure whether the models are stored as raw vertex buffers or wrapped in a container format. The 3DS version seems to use a separate asset layout, possibly with GPU-ready data optimized for the PICA200 pipeline. I suspect the engine may be related to Behaviour Interactive / Eutechnyx tech, but I haven’t found any confirmed documentation on their asset pipelines for this title. Textures appear extractable, but model data may be interleaved, compressed, or referenced via lookup tables. If this helps, i would like to mention that the game is made by Firebrand games using their in house Octane game engine. What I’m looking for: Any existing tools, scripts, or plugins that can parse or open NASCAR Unleashed model files Suggestions for reverse-engineering approaches, such as known libraries to try in Noesis, QuickBMS, or custom Python/C++ parsers Information on whether these assets are stored as: Platform-native GPU buffers Serialized engine objects Containers referencing multiple sub-assets (mesh, skeleton, materials) Even partial progress—such as confirming vertex layouts, index buffers, or skeleton data—would be extremely helpful. If anyone has worked on similar NASCAR titles or adjacent engines from the same era, I’d appreciate any pointers. Thanks in advance, and I’m happy to share findings if this leads anywhere productive. Sample.zip
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