Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Sirius-R

Pages: [1]
1
Tools / Re: GT DAT Unpacker: A tool that extract GT DAT files...
« on: November 07, 2014, 07:36:42 pm »
I don't get it. Are all the extracted files have to be DATs as well? What can I do with them?

2
Tools / Re: GT Car Viewer: A tool to view GT cars...
« on: November 07, 2014, 07:31:42 pm »
Some critique regarding model and texture export feature:
- Meshes lack wheels (yeah, it's a pretty vital flaw).
- Textures lack alpha channel (same)
- The exported model is 10 times larger in scale than it should be (compared to the car mesh from PC version of NFS3; large size of the mesh makes the work on it in ZMod1.0.7 highly uncomfortable as well)
- The mesh's front "looks" to the left and has to be turned 90 degrees to the right to be set in the normal position.
Please note this when working on the tool's export feature. ;)

3
Tools / Re: GT DAT Unpacker: A tool that extract GT DAT files...
« on: November 06, 2014, 08:47:30 pm »
To the moment I've realised that this tool works when you drop the DAT on its executable file I have alredy got European DATs, but forgot about Japanese ones.
Strangely, the tool either crashed or unpacked tons of other DATs (which - big surprise - made the tool crash).

4
Tools / Re: GT Car Viewer: A tool to view GT cars...
« on: November 06, 2014, 08:36:23 pm »
Japanese CARCADE.DAT for some weird reason had three DB7 Volantes in a row while Corvette Sting Ray has been left out. May be a bug due to DAT being from non-European version of the game.
Also, I'd like to notice that models from CARCADE.DAT are most likely to be used in Arcade Mode's car selection screen only, as they lack night versions (both textures and models) and textures have a lot of free space which is most likely reserved for lower LODs' textures (like in GT2's cars' textures).
Anyway, CAR.DAT's support is a must for this tool. It's also sad for me that ZModeler 1.0.7 doesn't support OBJ file format, so I'd also like to know if it's possible to make this tool also export meshes as Z3Ds, so I could avoid using ZModeler2, which I'll have to use solely for converting purposes.

5
Tools / Re: GT DAT Unpacker: A tool that extract GT DAT files...
« on: November 06, 2014, 06:48:44 am »
Strange, considering that cars in both GTs look exactly the same ingame...
I'll have my look at it anyway.

6
Tools / Re: NFS4 PSH Editor: A tool to edit PSH files...
« on: November 06, 2014, 06:14:01 am »
No, nobody did yet, you're the only programmer who cares about this game so far.
The cars' geometry is stored as GEO files inside VIV archives (there are tools that can edit VIV files, so don't bother decrypting them and get VIVEditor, it works perfectly fine with PSX VIVs as well). There are 3 VIVs for each playable car: one is for car select menu (high LOD only), one is for single player mode/player's car (high LOD only), one is for 2 players mode (low LOD only).

7
Tools / Re: NFS4 PSH Editor: A tool to edit PSH files...
« on: November 04, 2014, 07:00:40 pm »
As I said quite some time ago, an ability to change resolution of TIMs stored in PSH files would really do here. However, I think the resolution should be set manually - AFAIR, Photoshop's TIM filter screws up resolutions that are not power of two by making them one or two pixels wider, though I never had an opportunity to find out if size is affected after saving TIM in such resolution... By the way, have you fixed the "skewed preview" bug?

8
Tools / Re: GT DAT Unpacker: A tool that extract GT DAT files...
« on: November 04, 2014, 06:41:07 pm »
Can't wait to try it out. I wonder if car and track formats from first and second GT are matching. If so - a tool that could pack GT's DATs back would be awesome. As well as the tool that could unpack and pack back GT2.VOL - I do miss Special Stage Route 11 in GT2.

Pages: [1]