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Cars Race-o-Rama .xng

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CollinJoe, posted Thu Mar 24, 2022 10:06 pm (70699)


Glad to see there might finally be some progress
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Allen, posted Fri Mar 25, 2022 1:47 am (70704)


TKFRvision has PM me a link. :)
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lorak, posted Fri Mar 25, 2022 3:02 am (70706)


Are these findings an updates also working for the PSP version of the game?
In the PSP version of the game there are only 3 files: Publish.bxml, Game.mif and GameAudio.mif. Actually, I do not see any xng files, maybe there are inside Game.mif.
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Allen, posted Fri Mar 25, 2022 3:49 am (70708)


The PSP version is not researched, first you need to unpack it. Then get the sample file, as far as I understand the native geometry part of the PSP version will be different.
Not currently in my plan.
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CollinJoe, posted Fri Mar 25, 2022 4:26 pm (70717)


Allen wrote:
The PSP version is not researched, first you need to unpack it. Then get the sample file, as far as I understand the native geometry part of the PSP version will be different.
Not currently in my plan.

That's fine, I'm already good since we can mod the 360 versions of all 3 THQ games, plus the PS3 versions of MN and RoR, plus the PC version of MN, and the Wii versions of all 3 games just fine, I'm not really focused on PSP Cars modding at the moment.
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CollinJoe, posted Fri Mar 25, 2022 7:31 pm (70719)


Allen wrote:
TKFRvision has PM me a link. :)

Well in that case, welcome to the team.
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CollinJoe, posted Fri Mar 25, 2022 10:43 pm (70720)


Allen wrote:
Hi Guys,
The ps3 p3g/xbox360 xng format is the same, which I think is the most likely modding. I can't make a promise right now, but I'll consider writing an exporter.
I didn't expect many of you to be interested in modding, seeing that there have been several requests, so I might be able to help.
But maintaining a modding tool takes up a lot of personal time, which is why I didn't do it before.

The ps3 version has the Rpcs3 simulator for debugging, and the wii version also has the Dolphin simulator for debugging, so I think these two versions will be more convenient to modify and facilitate some reverse debugging.

@code @CollinJoe @itsmeft24 @TKFRvision
Are you guys on the same modding group/Discord? Someone can PM me the link?

@itsmeft24
Seeing that you seem to have done a lot of work, great!
If I need any help, I will contact you.

Some process about wii gcg format:
Image

Coming back to this, I'm sure if you find the motivation, you can make the exporter possible, it just takes a lot of patience.
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Allen, posted Fri Apr 15, 2022 4:16 pm (71139)


Importers for SLT text format and GCG Wii format have been completed.
And fixed the reading of XNG format LOD models and bone palettes.

Image
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Next I think is the exporter for SLT...
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CollinJoe, posted Fri Apr 15, 2022 7:51 pm (71147)


Have you checked to see if this happened before saying you were done?
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Allen, posted Sun Apr 17, 2022 4:04 pm (71175)


CollinJoe wrote:
Have you checked to see if this happened before saying you were done?

Found the cause, the normals were not correct due to the vertices drawn using immediate mode, the degenerate triangles were not culled, this is now resolved.

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The new version of the plugin is still being debugged and will be updated here when it is improved.
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Allen, posted Tue May 31, 2022 2:15 am (71749)


Update content:
Added Nintendo Gamecube / Wii platform GCG model format support
Added PS2 platform PSG model format support
Added PC/XBOX platform DXG model format support
Added SLT text format import and export.

CarsRaceORama_NOEPlugin.zip

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Teancum, posted Wed Jun 01, 2022 7:20 pm (71793)


Allen wrote:
Update content:
Added Nintendo Gamecube / Wii platform GCG model format support
Added PS2 platform PSG model format support
Added PC/XBOX platform DXG model format support
Added SLT text format import and export.

Project source code:
https://github.com/leeao/carsraceorama


Thank you SO MUCH for this. The Cars modding community is pretty small, and I haven't modded it in ages, but the ability to export new cars is huge. With this we can import, dump to SLT and then export that to PC/360/OG Xbox.

Any chance you can attach a compiled SLTConvert? I don't have the correct Visual Studio anymore. I'll archive this plugin and SLTConvert at https://modcars.fandom.com/wiki/Tools if you'd like.

Also I'm not sure if this research is helpful in any way. Apparently some exporting is already possible, but I prefer using the setup you've created. https://github.com/itsmeft24/cars-research/
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Allen, posted Thu Jun 02, 2022 1:09 pm (71798)


Teancum wrote:
Thank you SO MUCH for this. The Cars modding community is pretty small, and I haven't modded it in ages, but the ability to export new cars is huge. With this we can import, dump to SLT and then export that to PC/360/OG Xbox.

Any chance you can attach a compiled SLTConvert? I don't have the correct Visual Studio anymore. I'll archive this plugin and SLTConvert at https://modcars.fandom.com/wiki/Tools if you'd like.

Also I'm not sure if this research is helpful in any way. Apparently some exporting is already possible, but I prefer using the setup you've created. https://github.com/itsmeft24/cars-research/

Sure. :)
Here is the SLTConvert tool, credit to itsmeft24. compiled by him.
Thanks for his hard work.
Only XNG and DXG convert actually work.

Currently you can use Noesis to export FBX, then add or modify models using Blender to import and export as FBX, and then use Noesis to export to SLT format.

SLTConvert.7z

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EthanParks25, posted Wed Jun 15, 2022 1:00 pm (72080)


So, how do I use the compiled SLTConvert? I've been wanting to have new models so badly.
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Allen, posted Wed Jun 15, 2022 2:15 pm (72088)


Using Noesis, export the model FBX,
Using Blender, import FBX, add new model, rigging skin, export FBX.
Using Noesis, right click on FBX and select export .slt cars model format.
Use SLTConvert to convert .slt new models to XNG or DXG.
SLTConvert is a command line program, Run with cmd for detailed help.

Then manually edit the material file, XNG corresponds to the XNM material file, which is a text file.
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EthanParks25, posted Fri Jun 17, 2022 8:50 pm (72142)


Yeah, and what should I type in CMD?
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Allen, posted Fri Jun 17, 2022 10:32 pm (72143)


Run the SLTConvert.exe program directly using cmd without any parameters, and it will display the program description.

If this is your first time running a command line program, just open cmd, drag sltconvert.exe into the cmd window, and press Enter to run the program.
In addition, editing the model requires some basic knowledge of 3D model software, you need to learn.
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EthanParks25, posted Sun Jun 19, 2022 6:25 pm (72170)


I've been trying to get one of my models to work, like my custom Cars 2 McQueen, but how do I rig the model?
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Teancum, posted Mon Jun 20, 2022 1:59 am (72173)


viewtopic.php?p=72088#p72088

Follow that process. Once you have an Cars video game McQueen in there you can envelope/rig your new model to those bones. There are lots of YouTube tutorials for Blender and rigging. Be aware though that nobody has yet succeeded in using a 100% new model, so there's not much someone can do to help. You'll need to research and learn as you go.
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EthanParks25, posted Mon Jun 20, 2022 4:59 pm (72188)


I've tried that, but it keeps messing up after I export my model as an FBX file.
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Teancum, posted Tue Jun 21, 2022 9:19 pm (72224)


Show us a picture with the skeleton visible. That might help
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EthanParks25, posted Tue Jun 21, 2022 10:20 pm (72225)


Image
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Allen, posted Wed Jun 22, 2022 2:13 am (72226)


There needs to be a learning process, don't rush. First google the tutorial for blender rigging and skinning.
You can try adding a small object to a game model first, such as an extra model, then rigging it to the bone and testing it in the game.
After a bit of experience try rigging the entire model, using the original game skeleton (this is done for consistency with the animation).
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EthanParks25, posted Wed Jun 22, 2022 4:16 pm (72240)


Yeah, but what settings do I have to use on Blender?
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Allen, posted Wed Jun 22, 2022 10:35 pm (72248)


There are no special settings, one thing to note: do not check the Import Leaf Bones option when importing FBX. There is no mystery, just you have to learn the basic operation of the software.
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