Engineers Maxwell Posted June 26, 2024 Engineers Posted June 26, 2024 Eutechnyx used to develop racing games, so yeah... I guess thats's all. Anyways, during 6th (PS2, Xbox era) and 7th (Xbox360, PS3) generation they used their own in house engine. This post is exclusively for that. Now, this developer might not ring any bells for most people. Their games were kinda mid. Their most notable games are Street Racing Syndicate (basically We have NFS Underground at home) and Ride to Hell: Retribution (why does this exists?). Thankfully Ride to Hell uses Unreal 3, so it won't be covered, ever. In case I forgot something, here is table of all their titles, that are covered here in some way: Title PC PS2 XBOX GC PS3 X360 WII Absolute Supercars ✔ Big Mutha Truckers ✔ ✔ ✔ Big Mutha Truckers 2 ✔ ✔ ✔ Ferrari Challange ✔ ✔ ✔ Ferrari: The Race ✔ ✔ Ford Mustang ✔ ✔ Ford vs. Chevy ✔ ✔ Hot Wheels: Beat That! ✔ ✔ ✔ ✔ Hummer Badlands ✔ ✔ NASCAR The Game 2011 ✔ NASCAR Inside Line ✔ NASCAR The Game 2013 ✔ NASCAR '14 and '15 ✔ ✔ Pimp My Ride ✔ ✔ Supercar Challange ✔ Cartoon Network Racing ✔ The Fast and the Furious ✔ Street Racing Syndicate ✔ ✔ ✔ ✔ A brief info about the engine The main resource format is called ArcBank with .arc extension. This bank contains all game assets. In it's own sense, it's similar to Unreal Engine 3 pck/upk packages. Each ArcBank is uniquely cooked for each platform. That means, it's harder to research across versions and platforms. Scripts themselves are in plain text and have .ls extension. They also seem to be referencing ArcBanks themselves. There are also other formats, like sound files and streams and language text. All of these files are mostly packed into cdfiles.dat/cdfiles.ar pairs that serves as a main archive format. This is the section where I introduce Technyx Technyx toolset can extract and convert various formats. As of current version. It can extract every cdfiles.dat/cdfiles.ar pair from all titles in the table above. It can also convert ArcBank models, maps and animations, but from a very few selected titles. As a cherry on top, there is a txt converter for language text. Again for all titles. Technyx can be found at: https://github.com/PredatorCZ/Technyx If anyone wishes to use project issues page to report a bug or a new feature, they certainly can. A small gallery of converted stuff 2
Members testing4562145 Posted January 26 Members Posted January 26 i hope more games get supported for extracting models like beat that since people tried to extract the tracks with ninjaripper and it was a mess. at least the cars were properly rippable, but you forgot to include auto club revolution, a defunct game made by the same developer, the archive.ar is still there but the tracks are in zip files, revealing .arc files, as well as the cars though the textures are in a .tex format, but they simply are rgba32 textures
Doliman100 Posted Tuesday at 09:13 AM Posted Tuesday at 09:13 AM If anyone wish to add ARCX or filX support, I made partial templates for The Fast and the Furious (2006) from Original Xbox. The faffd.xbe executable contains debug prints like "(header.arctag[3]==ARCTAG_XBOX)||(header.arctag[3]==ARCTAG_UNDEFINED)" which might be useful for general file format research. The FILES.DAT file from FaF contains only filenames encoded with stubs, so the dat.bt template just resolves and prints them. The arc.bt template contains enough info to import submeshes, but I couldn't find a place where the vertex shader input attributes are described. I assumed it depends on mesh.unk2.dword8, but I'm not sure. I tried to figure it out with IDA, but the code related to XBOXRenderer.cpp contains strange calls to sub_3B9F14 and sub_3B9F0E functions which wrap a sprintf call and take function addresses as arguments, which breaks the decompilation process. https://mega.nz/folder/K4pzTajK#lcPOgMkooVSJMtP3zY7JlQ
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