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Showing results for tags 'racing'.
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Getting playable engine sounds from Burnout Paradise
King Sexus posted a topic in Audio file formats
Okay here is the story. I wanted to extract car sounds from Burnout Paradise and use them for modding GTA V. I got an unpacker to unpack the .bundle files (check the photo below to see the results from one .bundle files) [red is the original .bundle file, blue are the umpacked files]. Now before anyone redirects me to the burnout wiki, I've read it and I have to admit, it looks like a bunch of jargon. I want to request someone to make a video or help me through the process of using EA Sound exchanger. -
Hello guys, please help to create QuickBMS script to uncompress and unpack this VFS format. Sample file: pak01.zip
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Hello, I'm currently in the process of documenting the 3DF format of Moto Racer for Windows, using 3D Model Researcher. Frist step, all Moto Racer files are packed in BFK files, and can be extracted using QuickBMS and the corresponding script. Second step, all 3DF files are the 3D models, and are organized the following way: typedef struct vec3_t vec3_t; struct vec3_t { float x; float y; float z; }; uint16_t unknown1 uint16_t number_of_vertices vec3_t vertices[number_of_vertices]; ??? unknown2[???]; // list of faces? For now I'm unable to properly render the faces, despite all of my tweaks. If anyone more experienced than me want to continue from where I left, and report its progress here, please do so. A demo of Moto Racer for Windows is available on the Internet Archive. Best regards.
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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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