Jump to content

FlatOut *.bgm / *.w32


mrmaller1905
Go to solution Solved by Durik256,

Recommended Posts

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 

Link to comment
Share on other sites

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?

Link to comment
Share on other sites

  • Solution
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

Link to comment
Share on other sites

  • 4 weeks later...
  • 1 month later...
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?

Edited by mrmaller1905
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...