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Posted (edited)

I know I know I keep making new topics of existing ones from xentax but I need help with Burnout models from Takedown-era games. And what I mean by Takedown-era burnout, this is about Burnout 3, Revenge, Legends PSP and Dominator. There's a blender plugin from DGIorio for importing Burnout models but it hasn't been updated since 2021 and it doesn't support latest version of Blender, it only works on v2.7, v2.8 and surprisingly it also works in v2.9 and not beyond. And I need help with the result. I just don't know how the models I have imported on my blender scene have mesh splitted by UV and idk if there's a way to fix it. And also this plugin is open-source so anyone can modify it.

Result of models spilt by UV and in-game screenshot original image.thumb.png.66a1230fbfc1694bcb62f73b57bb242f.pngimage.png.c76098bc0234a51586084f9e94c204cd.png

Result of Burnout bgv/btv models PS2 versions unsupported having mess of UVsimage.thumb.png.7aaee49f57c17124074900848ac28220.png

I have uploaded a sample of Burnout Revenge PS2 version in bgv

I've shared the blender plugin if you want to refine and make it support for importing PS2 version of Burnout 3, Revenge and Dominator. So far it has support for Xbox version of (B3, Revenge, Revenge X360,) and PSP (Legends, Dominator, NFS Shift because it uses Dominator engine) and also fixes mesh split by UV

For textures, you have to talk to Edness since he made a noesis plugin for all Burnout games (except Paradise)

CAR1A.7z import_bgv.py

Edited by UndercoverBoy833
refined my post
  • Engineers
Posted
2 hours ago, UndercoverBoy833 said:

There's a blender plugin from DGIorio for importing Burnout models but it hasn't been updated since 2021

Honestly I wouldn't waste a minute with this before DGIorio's posts from Xentax have been restored.

Posted
22 hours ago, shak-otay said:

Honestly I wouldn't waste a minute with this before DGIorio's posts from Xentax have been restored.

idk what to say about it though and i just don't know what's worthy of my other topics I've created so far

  • Engineers
Posted (edited)

I'm not sure whether this is a BO3 model, but I'd suggest to try XBOX models which you can get uvs from easily:

XBOX-Car1-bgv.png

(Surprisingly the blender script gets the model but not the uvs.)

Edited by shak-otay
Posted (edited)
12 hours ago, shak-otay said:

I'm not sure whether this is a BO3 model, but I'd suggest to try XBOX models which you can get uvs from easily:

XBOX-Car1-bgv.png

(Surprisingly the blender script gets the model but not the uvs.)

yes this is the Burnout 3 model and my sample is the PS2 version of bgv file and as I've already showed my result in the opening post, the blender plugin doesn't support UVs for PS2 Burnout files. But yeah I'm still using Xbox models for it at least.

But my small problem is after importing the Xbox models of Burnout 3 in blender, why the meshes are split by UVs, was it intended to have it originally or was the script code that are doing it so? If it were one of the reason, I have to edit some of it in Blender.

I know there are other people like Xenn have ripped some of Burnout 3, Revenge models using different methods and not have "mesh split by UV" results long time ago.

Edited by UndercoverBoy833
  • Engineers
Posted

Once I get home I will look at it. Already got city model but still don't know where and how are materials/textures assigned to it. I think it should be in collision meshes data.

Also it uses a lot of instances.

  • Like 1
Posted
20 minutes ago, h3x3r said:

Once I get home I will look at it. Already got city model but still don't know where and how are materials/textures assigned to it. I think it should be in collision meshes data.

Also it uses a lot of instances.

no worries, and no rush indeed. just take your time

  • Engineers
Posted

why don't you just connect the vertices in a 3d editor. the plugin opens the models, that's all you need. the rest you can work on yourself

Posted
3 hours ago, Durik256 said:

why don't you just connect the vertices in a 3d editor. the plugin opens the models, that's all you need. the rest you can work on yourself

that's not the problem, I can at least fix it in some instance. But I wanted to know what's the cause of the mesh split by UV though, even I imported the model onto blender scene and did not touch anything.

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