MAJEST1C_R3 Posted October 6, 2013 Share Posted October 6, 2013 (edited) A couple days ago I've played Driver SF and saw a lot of nice cars which would looks good in our loved GTA Series. So I decided to make 3ds max script which helps us to convert them.For now loading geometry is done. But I still need to find UV data (UPD: I found it, but needs to convert UV coords because it's crypted and applied to model texture looks a bit messy, also I found shading or VCol data) and (maybe) some values which defines level of detail (now all levels of detail loaded by default) UPD: After small additions into script I able to load city geometry (but buggy) Edited October 8, 2013 by MAJEST1C_R3 Frank.s, comet_, Z i X and 7 others 10 Link to comment Share on other sites More sharing options...
aad Posted October 7, 2013 Share Posted October 7, 2013 Looks great, like to get some stuff out of that game and have it in the GTA engine just to play arround with it. Keep it up, Dont imitate, recreate or copy just get your own ideas. Simplicity makes difficulty easy Just for dev's of the myriad team http://www.aadblaauw.6x.to/ Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted October 7, 2013 Author Share Posted October 7, 2013 Looks great, like to get some stuff out of that game and have it in the GTA engine just to play arround with it. Keep it up, Yeah. I think San Francisco would looks good on GTA engine. I just need to find a way to decrypt those damn UV coords Link to comment Share on other sites More sharing options...
direstraits Posted October 7, 2013 Share Posted October 7, 2013 Waiting for this a long time ago. Nice Job. HQ Weapon Icons for SA Click Here Link to comment Share on other sites More sharing options...
Spider-Vice Posted October 7, 2013 Share Posted October 7, 2013 Very good job. The city from Driver SF would look pretty cool in GTA IV! let your hopes and dreams turn into burning fire! GTANet | Red Dead Network | kifflom black lives matter | stop Asian hate | trans lives = human lives Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted October 8, 2013 Author Share Posted October 8, 2013 (edited) UPD: I found reason of crashing when loading city geometry and fixed it UPD 2: Added UV support for cars. City uses differrent UV mapping method. So I will decrypt it too Edited October 8, 2013 by MAJEST1C_R3 Silent, BS_BlackScout, Jago and 1 other 4 Link to comment Share on other sites More sharing options...
direstraits Posted October 8, 2013 Share Posted October 8, 2013 How do we import them? Are you able to open "dngvehicles.sp"? HQ Weapon Icons for SA Click Here Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted October 9, 2013 Author Share Posted October 9, 2013 Yeah. Importer automatically list all resources in "dngvehicles.sp" and "san_francisco.dngc". Only you'll need is double click on model in list and it will be loaded Link to comment Share on other sites More sharing options...
Silent Posted October 9, 2013 Share Posted October 9, 2013 Great! That Challenger is gonna look kickass in IV. comet_ and Jago 2 Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted October 9, 2013 Author Share Posted October 9, 2013 (edited) Cars loaded fine now. But I have few problems with city loading. Some parts of city, like walls of buildings are missing I don't know why. And UV data of city models decoded by different way so it problem too. UPD: Added optional auto-detach model parts. Edited October 10, 2013 by MAJEST1C_R3 Link to comment Share on other sites More sharing options...
Fireboyd78 Posted October 13, 2013 Share Posted October 13, 2013 This is awesome! Can't wait to see more progress! Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted October 14, 2013 Author Share Posted October 14, 2013 This is awesome! Can't wait to see more progress! I need to find a way to decrypt UV data for tiled textures (It mostly used in city models, but also on car parts which uses carbon texture). Tile textures still looks messy I'm on Win7 so I can't use 3dRipperDX to rip some area of the city or car which uses this tile textures and take a look on correct UV data and starting writing code for UV decryption If someone who can rip models from SF with 3dRipperDX- you'll can help me ripping for example Pagani Zonda in area on my previous post and give me download link to it. Look at this damn carbon texture: Link to comment Share on other sites More sharing options...
Alexander Blade Posted October 14, 2013 Share Posted October 14, 2013 3dRipperDX works even on w7x64 but without global monitoring Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted October 14, 2013 Author Share Posted October 14, 2013 3dRipperDX works even on w7x64 but without global monitoring Yeah. It works but with DirectX 9 games. On Win7 Driver SF works on DirectX 11. I don't want downgrade to XP to rip those models Link to comment Share on other sites More sharing options...
lpgunit Posted October 16, 2013 Share Posted October 16, 2013 3dRipperDX works even on w7x64 but without global monitoring Yeah. It works but with DirectX 9 games. On Win7 Driver SF works on DirectX 11. I don't want downgrade to XP to rip those models The game doesn't allow you to select a renderer like in Max Payne 3, or the dxlevel command in Source, right? Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted October 16, 2013 Author Share Posted October 16, 2013 Yeah Link to comment Share on other sites More sharing options...
direstraits Posted October 16, 2013 Share Posted October 16, 2013 Try with Ninja Ripper. HQ Weapon Icons for SA Click Here Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted October 16, 2013 Author Share Posted October 16, 2013 (edited) Try with Ninja Ripper. Already tried. Will be cool if someone who has this game rip for me pagani zonda with part of the city (with 3dripperDX). Work is stuck because I don't have these models Edited October 16, 2013 by MAJEST1C_R3 Link to comment Share on other sites More sharing options...
direstraits Posted October 16, 2013 Share Posted October 16, 2013 I think these are models extracted from D:SF http://www.mediafire.com/download/4zgbldbnyx6acqq/Mesh_0377_rip.zip http://filebeam.com/a8c70fc7e86a6d022067d06dfd5873b6 HQ Weapon Icons for SA Click Here Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted October 16, 2013 Author Share Posted October 16, 2013 (edited) I think these are models extracted from D:SF http://www.mediafire.com/download/4zgbldbnyx6acqq/Mesh_0377_rip.zip http://filebeam.com/a8c70fc7e86a6d022067d06dfd5873b6 Seems these models was ripped with ninja ripper. 3ds Max script by author of ninja ripper requires at least 3ds Max 9 but I only have 3ds Max 8 And I concretely want Pagani Zonda model. Here original and decoded UV data of interior of VW Scirocco: And original UV data of tile carbon texture of Pagani zonda: Totally different Also found UV data of scratches: Edited October 16, 2013 by MAJEST1C_R3 Link to comment Share on other sites More sharing options...
Alexander Blade Posted October 16, 2013 Share Posted October 16, 2013 whats the algo for normal not tiled textures ? Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted October 17, 2013 Author Share Posted October 17, 2013 (edited) whats the algo for normal not tiled textures ? Some other game uses same cryption method or what? UPD: I've implemented loading vCol/shadow. Looks beautiful Edited October 18, 2013 by MAJEST1C_R3 Link to comment Share on other sites More sharing options...
Alexander Blade Posted October 17, 2013 Share Posted October 17, 2013 No , I mean how do you convert original texture UV to the decoded one like for interior of VW Scirocco ? Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted October 18, 2013 Author Share Posted October 18, 2013 (edited) No , I mean how do you convert original texture UV to the decoded one like for interior of VW Scirocco ? just scaled coords when read it from file. Edited October 19, 2013 by MAJEST1C_R3 Link to comment Share on other sites More sharing options...
Alexander Blade Posted October 18, 2013 Share Posted October 18, 2013 I have the working code Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted October 18, 2013 Author Share Posted October 18, 2013 (edited) I have the working code Where headlights? Also I found all missing stuff of city geometry (about 7560 objects) UV importing now seems to be fine, now I need to hack section of texture assignment Edited October 23, 2013 by MAJEST1C_R3 comet_ 1 Link to comment Share on other sites More sharing options...
riquenunes Posted October 28, 2013 Share Posted October 28, 2013 That's some nice progress right there. Do you think it's gonna be possible to get all map objects coordinates too? It's gonna be interesting having San Francisco along with the cars in IV engine, hell even in Renderware. Frank.s 1 Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted October 29, 2013 Author Share Posted October 29, 2013 Maybe. but now I have another problems with city importing Ss4gogeta0 1 Link to comment Share on other sites More sharing options...
Fireboyd78 Posted October 30, 2013 Share Posted October 30, 2013 Majestic, from my knowledge of how Reflections works with cities, they are not objects, but rather splines that get rendered in-game. The model you posted above of a city block seems to possibly be collision meshes. You're better off focusing on cars, because it's likely that cities will need specialized tools to be able to load roads and terrain properly. I know for a fact this is how DRIV3R/Driver: Parallel Lines works, so I don't see why DSF wouldn't work the same. It's basically a huge list of spline definitions, not actual meshes. I would need to research this further to confirm this, but the city is much to big to be split up into individual models (I'm talking about roads, mainly). Link to comment Share on other sites More sharing options...
MAJEST1C_R3 Posted October 31, 2013 Author Share Posted October 31, 2013 maybe you right, but anyway these collisions is too detailed and have UV data. Also in global section stored at least 5 copies of every model. Ss4gogeta0 1 Link to comment Share on other sites More sharing options...
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