testing4562145 Posted November 1, 2023 Share Posted November 1, 2023 i wanted to rip the entire track out of like the area 51 track, but when i put the converted models, tracks like barcelona have glitches in their models, i have put the image of the glitched model, uv and the files of the area 51 track, they also have weird normals original models.zip Link to comment Share on other sites More sharing options...
testing4562145 Posted November 23, 2023 Author Share Posted November 23, 2023 another example is with venice, in the area with the ramp, this is what the uv map looks in pig2fbx, and then the a8tool one, no model differences, only uv map ven_props_zone_sm.zip Link to comment Share on other sites More sharing options...
testing4562145 Posted August 26 Author Share Posted August 26 again here, posting all of the models from ftt (terra 9) https://mega.nz/file/YBljVTrC#f8pPWA1DW04JZEb1eWqLA3eTdCZpBDjBqJ8Dy7w_zws i can rip tracks from older versions with pig2fbx, but the road uv mapping is inaccurate if anybody wants to try converting or fix it, i have a8tool here a8tool.zip it's just the tracks and garage that have uv mapping issues and some other models, the cars and bikes work Link to comment Share on other sites More sharing options...
shak-otay Posted August 27 Share Posted August 27 (edited) On 8/26/2024 at 5:50 PM, testing4562145 said: i can rip tracks from older versions with pig2fbx, but the road uv mapping is inaccurate Well,, this all confuses me a little bit. First off, there's two different compression algos used for the pig files, lz4 and zstd. You can differentiate between them like so: zstd compressed files contain these signature (seed) bytes: 26 B5 2F FD (where it's 28 instead of 26 in zstd v 1.2.0 afaics). The pig files which pig2fbx (from Chipicao) can decompress have lz4 compression. Since the source is available you just need to give 1 (one!) sample where the uvs don't match and a coder could try to fix it. Quote if anybody wants to try converting or fix it, i have a8tool here How should one fix it whithout the sosurce code? You have to wait for Bigchillghost (not sure whether he'll dig up this again 7 years later.) I tried to decompress pig files with zstd.exe of different versions, nothing worked. edit: the problem was that I compiled the exe Compiling libzstd.dll, that worked like a charm.. Edited August 28 by shak-otay Link to comment Share on other sites More sharing options...
testing4562145 Posted August 28 Author Share Posted August 28 https://mega.nz/file/dVVBjaSa#ZXEii9DKVw8ZMUX3J_8eeNLEUcpRIoPEWmrvbtt5lfQ i have the road models that have uv mapping issues, they were taken from 1.8.0, these are from nevada and sector 8, but have the same issues for other tracks (great wall, alps. french guiana, san diego, etc), as such the only ones that didn't come with issues were tokyo, azure coast and venice 1 Link to comment Share on other sites More sharing options...
shak-otay Posted August 28 Share Posted August 28 (edited) 2 hours ago, testing4562145 said: i have the road models that have uv mapping issues, they were taken from 1.8.0, these are from nevada and sector 8, but have the same issues for other tracks (great wall, alps. french guiana, san diego, etc), thanks! What I meant was which pig file exactly (name?) uvs of stones etc are ok ok, you meant the road But isn't that supposed to look like as it should? (how does the (diffuse) texture look like?) Edited August 28 by shak-otay Link to comment Share on other sites More sharing options...
testing4562145 Posted August 28 Author Share Posted August 28 i have the textures, but they are very big and are transparent, extracted them from the windows version, i removed the transparency as it would look weird texture for the dirt parts texture for the main roads, there are a couple of them and then here are the sector 8 road textures Link to comment Share on other sites More sharing options...
testing4562145 Posted August 28 Author Share Posted August 28 for sector 8, some portions of the tracks have the incorrect uvs, while some like the tunnel and other parts are fine Link to comment Share on other sites More sharing options...
shak-otay Posted August 28 Share Posted August 28 Ok, then this is the obj model for nevada race 08 props As I wrote before, the uvs seem to be ok to me. You might find the suiting textures and try to apply them (If you need another model feel free to ask.) As soon as you find distorted uvs I'd need the model's filename and the textures you tried on it. Then I'll check Pig2FBX concerning the uv creation. btw: I converted the ASCII FBX file to obj with Noesis, since Blender imports binary FBX only . (It were possible to convert ASCII to binary FBX using Autodesks free converters, iirc.) Link to comment Share on other sites More sharing options...
testing4562145 Posted August 28 Author Share Posted August 28 (edited) for the distorted uv maps, they are "nev_race_number" (without props, decal, vegetation or the other stuff), for sector 8 it's "ber_area_number_road", i tried to apply the road textures but they came out weird and sideways iceland roads.zip the iceland track, but only the road itself this is the uv map of all roads of nevada, except the tunnel since it has the right ones, it shouldn't be like this, the other uv map is weird, as it is flat Edited August 28 by testing4562145 Link to comment Share on other sites More sharing options...
shak-otay Posted August 28 Share Posted August 28 checked nev_race_09.pig UVs were not distorted but displaced and too big (> 1.0 for example). As a simple workaround you can move and resize the uvs. Link to comment Share on other sites More sharing options...
shak-otay Posted August 30 Share Posted August 30 (edited) I decompressed a zstd compressed file, arx_area_005_tunnel2.pig, but I'd need the tunnel texture to check whether I found the correct ones. arx_area_005_tunnel2 btw, the vertex count, 13711 maybe wrong, since in the fbx from a8tool the tunnel has 13722 vertices. Edited August 30 by shak-otay Link to comment Share on other sites More sharing options...
testing4562145 Posted September 1 Author Share Posted September 1 (edited) https://mega.nz/file/FU8wDaDK#VIRxL3G3Fi1aHWqweWHaK1rad_P_is9ZEUvszBvoHek area 51 textures https://mega.nz/file/Jdc33CLC#MoH8KlVfQCGlDO5oW7ZuYVh8gN28VA8Hyt7mdzPDEog sector 8 textures the uvs you found on the tunnel were the lightmap ones Edited September 1 by testing4562145 Link to comment Share on other sites More sharing options...
shak-otay Posted Monday at 11:02 AM Share Posted Monday at 11:02 AM Is there lightmap textures? Thanks for the textures but none of them fit the uvs: tunnel uvs Link to comment Share on other sites More sharing options...
testing4562145 Posted Monday at 02:43 PM Author Share Posted Monday at 02:43 PM https://mega.nz/file/QAEHxK6R#rZ-oW_gdR46SXc4UcirL1Ux3NIt5rYWKw51G3b2qjYk 1 Link to comment Share on other sites More sharing options...
shak-otay Posted Monday at 05:39 PM Share Posted Monday at 05:39 PM Thanks, seems to work: lightmap texture for the tunnel Just in case you want to check it for yourself: arx_area_005_tunnel (without gateways and such) btw: the face indices were taken from the fbx file created by A8tool, so don't try to get them using hex2obj 1 Link to comment Share on other sites More sharing options...
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