micro777 Posted June 18 Share Posted June 18 (edited) I started looking for values manually in Model Researcher and have no idea what information the BODY_COL'BODY'BODY_LOD1|BODY_LOD1Shape file carries. What magic do you use? https://www.mediafire.com/file/oshqmra1gxn2vw9/Screen+camaro.zip/file Edited June 18 by micro777 Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted June 18 Engineer Share Posted June 18 (edited) You could use the parameters from the first picture here (H2O file for hex2obj). 0x2F3A72 8589 Vb1 44 16 0x120B84 20792 020000 0x0 255 Or use the bms script from h3x3r which produces 3 Index and 72 vertex buffers from the Camaro. The real magic is in finding out which indices fit for which vertex blocks. I.e. finding the starting addresses of sub index blocks. Camaro chassis (Will need some fine tuning and scaling but basically it's the chassis.) Camaro chassis scaling Edited June 19 by shak-otay 1 Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted June 22 Engineer Share Posted June 22 (edited) camaro_face_index_blocks_stopp_start camaro_interior Still dividing face index blocks manually... edit: could anyone make sense of the IDs? Example: |BODY_COL|BODY|BOOST_L2|BOOST_L2_EXTERIOR_ONLY is addressed/linked to in two ways here # 0xf946: 10000 449b 1 0 be8 #58 28 35 b6 4e f4 1e 0 58 0x1336e by the ID #58 28 35 b6 4e f4 and by the offset 0x1336e. There are other IDs (or signatures) which seem to mark a (lod?) group, like 010057d12351. Edited June 24 by shak-otay 1 Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted June 26 Engineer Share Posted June 26 (edited) Couldn't find a sense of logic here: both face index blocks are far, far away from each other: Camaro_checking_FI_blocks A good trick is to find/reduce a vertex block to one module, such as the cabin here. Then find the suiting face index block dependent on the vertex count of that module: camaro cabin (and point cloud) --------------- Chevi_Camaro-parts-missing Edited June 26 by shak-otay 1 Link to comment Share on other sites More sharing options...
Engineer h3x3r Posted July 15 Engineer Share Posted July 15 My turn... LaFerrari FXXK but it missing 3 things. Tires. I was able get only uv :( Back glass. Same, only uv 😞 And lastly scale factor. Not sure where to get. I found one but it wasn't even close. 1 Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted July 15 Engineer Share Posted July 15 (edited) I'm using an estimated scale factor of 2.2 btw, the connection between mesh names and vertex blocks - did you get them by using the ids? If so, how? Edited July 15 by shak-otay Link to comment Share on other sites More sharing options...
Engineer h3x3r Posted July 15 Engineer Share Posted July 15 (edited) As I said before it's stored in *.Mesh file. For example file > ferrari_laferrari_fxxk\intermediates\vehicles\art\vehicles\ferrari_laferrari_fxxk\maya\ferrari_laferrari_fxxk_exportbackup.mb\_BODY_COL_BODY_BODYShape.Mesh I have a template which prints info about vertex block and index block. Model Index: 0 Vertex Buffer Id: 4060042755 Index Buffer Id: 3886391541 Vertex Count: 12939 Index Offset: 28 Index Count: 120 Vertex Count: 12895 Index Offset: 268 Index Count: 216 Vertex Count: 12817 Index Offset: 700 Index Count: 1242 Vertex Count: 12499 Index Offset: 3184 Index Count: 10584 Vertex Count: 10210 Index Offset: 24352 Index Count: 18288 Vertex Count: 6477 Index Offset: 60928 Index Count: 3168 Vertex Count: 5328 Index Offset: 67264 Index Count: 1752 Vertex Count: 4494 Index Offset: 70768 Index Count: 12822 Vertex Count: 567 Index Offset: 96412 Index Count: 2016 So i combine 4060042755.VertexBuffer and 3886391541.IndexBuffer and print *.obj from given values. Index offset is header size 28 + given offset. Vertex offset/count doesn't matter since it's controlled by indices. I just print whole *.VertexBuffer. Most messy thing there is stride order. For example stride 44 has 7 types. EDiT: I just realized that there is also collision vertex buffer. So here we go... tire Also realized that collision has correct scale factor and it has a same amount of vertices/indices. But no uv or normals. Edited July 15 by h3x3r 1 Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted July 15 Engineer Share Posted July 15 1 hour ago, h3x3r said: As I said before it's stored in *.Mesh file. Well, see. Must have overread that. Had/used the rpk file only. What a waste of time and life... Thanks anyways! Link to comment Share on other sites More sharing options...
Engineer h3x3r Posted July 16 Engineer Share Posted July 16 (edited) Well it start to be tricky. I noticed that *.HierArchy is constructor for collision meshes. It has matrix4x4. Also collision meshes uses only 3 floats all the time. So there is no confusion in order type. But it lack uv's a normals somtimes. So my best bet is output all collision meshes then extract uv's and merge it together. Which will be pain in ass without automation. EDiT: So far so good... Collision mesh. Some parts must be corrected with matrix. Assembled... Edited July 16 by h3x3r 5 Link to comment Share on other sites More sharing options...
juanmasilsca Posted August 10 Share Posted August 10 On 5/9/2024 at 8:23 AM, MichaelBFS said: ...Here is an example of an extracted car from Driveclub. Screenshot and in FBX format and textures in the archive link below. example extracted car from Driveclub in FBX and textures: https://www.mediafire.com/file/cv8wfb0yco1j2ih/Driveclub_ferrari_f40.zip/file Where did you get this extracted model? Any idea who did it? Link to comment Share on other sites More sharing options...
juanmasilsca Posted August 16 Share Posted August 16 I used the bms script to unpack the vehicle files. Textures are there as .tif. However, no editor I have tried was able to open them. Anyone else could? Link to comment Share on other sites More sharing options...
bicit Posted October 25 Share Posted October 25 I'd like to share my extracted driveclub raw car files so everyone who come across here doesn't have to do the tedious part. Hope it helps! Driveclub Car Files Link to comment Share on other sites More sharing options...
bohhu Posted November 10 Share Posted November 10 On 16.07.2024 at 12:34, h3x3r said: Ну, это начинает быть сложным. Я заметил, что *.HierArchy - это конструктор для сеток столкновений. У него есть matrix4x4. Также сетки столкновений используют только 3 float все время. Так что нет путаницы в типе порядка. Но иногда ему не хватает uv и нормалей. Так что мой лучший выбор - вывести все сетки столкновений, затем извлечь UV и объединить их вместе. Что будет головной болью без автоматизации. EDiT: Пока все хорошо... Сетка столкновений. Некоторые части нужно исправить с помощью матрицы. Собрано... Hi, I'm new to this topic and didn't quite understand what you did with the rpk file to convert it to a 3d model, I would be very grateful if you could tell me in more detail for beginners what can be done with the rpk to convert it to a 3d model. How working templates for 010 editor? Link to comment Share on other sites More sharing options...
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