RoadKingGod Posted September 6 Share Posted September 6 The game stores all track model data in assets/data/environments/themenumber/tracks/runnumber (route name)/track.stm. These files contain all track geometry. I found that vertex data starts at 1AA60 hex, at least for theme 1, run 000. I couldn't figure where face data starts and ends, so I couldn't get a proper model out of it. I used a tool called Model Researcher to find this out. You can get it here: https://mr.game-viewer.org/download.php I'd appreciate it if someone helped me figure it out. Sample files: https://www.mediafire.com/folder/rxxk971sd63jw/data Link to comment Share on other sites More sharing options...
Engineer Durik256 Posted September 6 Engineer Share Posted September 6 (edited) EDIT: and in my MeshFinder Edited September 6 by Durik256 Link to comment Share on other sites More sharing options...
RoadKingGod Posted September 7 Author Share Posted September 7 Thanks man! So, are the missing parts inside some other files? I can see a lot of the trackside objects missing still. Not sure why tho. Link to comment Share on other sites More sharing options...
testing4562145 Posted September 13 Share Posted September 13 it took so long for somebody to actually extract tracks, for some odd reason the only actual models ripped were the characters, 11 years later i got most of the karts and now the tracks are being researched, but there are some meshes missing Link to comment Share on other sites More sharing options...
RoadKingGod Posted September 20 Author Share Posted September 20 On 9/13/2024 at 7:32 AM, testing4562145 said: it took so long for somebody to actually extract tracks, for some odd reason the only actual models ripped were the characters, 11 years later i got most of the karts and now the tracks are being researched, but there are some meshes missing Yeah, it doesn't seem like a lot of people care about the game cuz it's pretty unknown, and uses a game engine nobody really heard of. I'm looking forward to seeing if someone can properly reverse-engineer the file formats tho. Link to comment Share on other sites More sharing options...
testing4562145 Posted October 4 Share Posted October 4 i can give more samples (they are from 1.11.1) https://mega.nz/file/QckAwTLa#CPRZ7aOzkJuL-_yIJFAv73PMKVfL_TlkycCsPiu2LMg sub zero track 1 https://mega.nz/file/RUMwnZhQ#6azy4VfMZyztbF-QrFcRC8oDF-Sz4ZB9GcQ7dnxaK1E oink canyon (rocky road track 3) https://mega.nz/file/BMVlHbQS#EI6n9OShCvw56AKLTLuksi27URZBkZQJdGGWx9aPLWg blast off (stunt track 3) Link to comment Share on other sites More sharing options...
testing4562145 Posted October 9 Share Posted October 9 these tracks are quite awesome, but with ninjaripper it's a pain to rip them due to the tracks being split into zones which are nearly impossible to assemble Link to comment Share on other sites More sharing options...
testing4562145 Posted November 15 Share Posted November 15 bumping Link to comment Share on other sites More sharing options...
reedo Posted December 12 Share Posted December 12 Does anyone have models or stms of all of the tracks? Link to comment Share on other sites More sharing options...
reedo Posted December 12 Share Posted December 12 On 9/6/2024 at 4:13 PM, Durik256 said: EDIT: and in my MeshFinder Do you still have this script I am trying to get the 3d model out Link to comment Share on other sites More sharing options...
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