November 17, 20232 yr Localization I tried Hex2Obj but I got broken car models. Any help in fixing this problem and reversing FlatOut .bgm and .w32 (map models)? The importer plugin is already included in ZModeler. Samples: https://drive.google.com/drive/folders/1JPwo-x1LVo8n0GkMZPZPHHXXrfuLaDiV?usp=sharing
November 17, 20232 yr 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. Edited November 17, 20232 yr by shak-otay
November 17, 20232 yr 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.
November 17, 20232 yr 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
November 19, 20232 yr 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?
November 19, 20232 yr 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.
November 21, 20232 yr 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
December 17, 20232 yr Author Localization Is there a program that can import or create custom FlatOut .w32 map models using Blender? Edited December 17, 20232 yr by mrmaller1905
January 30, 20242 yr 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 Edited January 30, 20242 yr by HaCKer_UTD
February 1, 20242 yr 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 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 May 4, 20242 yr by mrmaller1905
October 26, 20241 yr Author Localization no one share a noesis plugin to import or export flatout bgm and w32?
October 29, 20241 yr Supporter Seems you're out of luck. You'll need to use what is freely available...
November 20, 20241 yr 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 Where did you find this very old tool or plugin for Blender?
December 26, 20241 yr Author Localization Solution So, no one has made a custom 3ds Max plugin or DLL or a 3D map editor developed with Dear ImGui? If not, then ok. Thanks for reading my post. EDIT: I found this tool: https://github.com/gaycoderprincess/FlatOutW32BGMTool Edited February 28, 20251 yr by mrmaller1905
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