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FlatOut *.bgm / *.w32

Featured Replies

Solved by mrmaller1905

  • Supporter

Once you've found the starting point of vertices it's rather simple. But you'll need to find the sub meshes. (Where do they start/end?) Using a vertex count of 4999 will give you a whole lotta mess.

 

 

Car1-body-bgm.png

Edited by shak-otay

  • Supporter

Well, you can use 4999, of course. But you'll have the doors mixed in, for example.

You can see it from extra lines in the uv map, that it's suggested to divide this up.

bgm-UVs.png

  • Supporter

Should be possible to correct the positions of the clumped parts. Guess it's not the values from "BMOD"

Spoiler

body  0.576266 -0.148948 0.895323
 0.574500 2.182177 2.427664
00 00 00 00  01 00 00 00  02 00 00 00  03 00 00 00  04 00 00 00  05 00 00 00  part_9_wheelarc_l  -0.000000 0.000000 0.131500
 0.256629 0.424886 0.513497
06 00 00 00  part_10_wheelarc_r  0.000000 0.000000 0.131500
 0.256629 0.424886 0.513497
07 00 00 00  susp_rear  0.000000 0.000000 0.706043
 0.115500 0.159000 0.732883

but the transition values from the "MESH" matrices:

0 MESHpart_9_wheelarc_l  1.000000 0.000000 0.000000 0.000000
     0.000000 1.000000 0.000000 0.000000
     0.000000 0.000000 1.000000 0.000000
     -0.542500 0.386137 1.364929 1.000000
    01 00 00 00  01 00 00 00 
1 MESHpart_10_wheelarc_r  1.000000 0.000000 0.000000 0.000000
     0.000000 1.000000 0.000000 0.000000
     0.000000 0.000000 1.000000 0.000000
     0.542500 0.386137 1.364929 1.000000
    01 00 00 00  02 00 00 00 
2 MESHsusp_rear  1.000000 0.000000 0.000000 0.000000
     0.000000 1.000000 0.000000 0.000000
     0.000000 0.000000 1.000000 0.000000
     0.000000 0.152728 -1.339015 1.000000
    01 00 00 00  03 00 00 00 
3 MESHwheelhub_fr  1.000000 0.000000 0.000000 0.000000
     0.000000 1.000000 0.000000 0.000000
     0.000000 0.000000 1.000000 0.000000
     0.655993 0.146186 1.371178 1.000000
    01 00 00 00  04 00 00 00 

  • Author
  • Localization
On 11/17/2023 at 5:08 PM, shak-otay said:

Should be possible to correct the positions of the clumped parts. Guess it's not the values from "BMOD"

  Reveal hidden contents

body  0.576266 -0.148948 0.895323
 0.574500 2.182177 2.427664
00 00 00 00  01 00 00 00  02 00 00 00  03 00 00 00  04 00 00 00  05 00 00 00  part_9_wheelarc_l  -0.000000 0.000000 0.131500
 0.256629 0.424886 0.513497
06 00 00 00  part_10_wheelarc_r  0.000000 0.000000 0.131500
 0.256629 0.424886 0.513497
07 00 00 00  susp_rear  0.000000 0.000000 0.706043
 0.115500 0.159000 0.732883

but the transition values from the "MESH" matrices:

 

0 MESHpart_9_wheelarc_l  1.000000 0.000000 0.000000 0.000000
     0.000000 1.000000 0.000000 0.000000
     0.000000 0.000000 1.000000 0.000000
     -0.542500 0.386137 1.364929 1.000000
    01 00 00 00  01 00 00 00 
1 MESHpart_10_wheelarc_r  1.000000 0.000000 0.000000 0.000000
     0.000000 1.000000 0.000000 0.000000
     0.000000 0.000000 1.000000 0.000000
     0.542500 0.386137 1.364929 1.000000
    01 00 00 00  02 00 00 00 
2 MESHsusp_rear  1.000000 0.000000 0.000000 0.000000
     0.000000 1.000000 0.000000 0.000000
     0.000000 0.000000 1.000000 0.000000
     0.000000 0.152728 -1.339015 1.000000
    01 00 00 00  03 00 00 00 
3 MESHwheelhub_fr  1.000000 0.000000 0.000000 0.000000
     0.000000 1.000000 0.000000 0.000000
     0.000000 0.000000 1.000000 0.000000
     0.655993 0.146186 1.371178 1.000000
    01 00 00 00  04 00 00 00 

 

Are those bones, and do you care for .w32?

  • Supporter

Guess you could consider it as bones' matrices (although it's a car) and no, I have no plans to dig deeper into .w32.

 

plant_vdb-gen.png

  • Supporter
On 11/17/2023 at 6:08 PM, shak-otay said:

transition values from the "MESH" matrices

yes you are right as always)

 

I made a plugin for Noesis. the file also contains several vertex buffers with different strides, and one index buffer with different types of polygons (triangles and triangle_strips), all submesh data is indicated after the index buffer, BMOD indicates submeshes that are tied to MESH

car_1-body_bgm.png.10f425a3782219ceddff06feb8acc4a9.png

  • 4 weeks later...
  • Author
  • Localization

Is there a program that can import or create custom FlatOut .w32 map models using Blender?

Edited by mrmaller1905

  • 1 month later...
On 12/17/2023 at 8:51 PM, mrmaller1905 said:

Is there a program that can import or create custom FlatOut .w32 map models using Blender?

Hi. I saved these scripts a long time ago and knew that they would be useful to someone. Use FOJ-blender_0-2d_SSE2

https://disk.yandex.ru/d/ydWLCXTkZ9aayg

 

Screenshot_361.png

Edited by HaCKer_UTD

  • Author
  • Localization
On 1/30/2024 at 10:49 PM, HaCKer_UTD said:

Hi. I saved these scripts a long time ago and knew that they would be useful to someone. Use FOJ-blender_0-2d_SSE2

https://disk.yandex.ru/d/ydWLCXTkZ9aayg

 

Screenshot_361.png

I tried Blender and its script but it won't work for FlatOut 1 and load the terrain. Is there an alternative or a workaround that works for the first one, and can someone share the Noesis plugin written by Durik256?

Edited by mrmaller1905

  • 8 months later...
  • 4 weeks later...
  • 1 month later...

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