Project Cars 2
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- Posts: 13
- Joined: Fri Aug 12, 2016 1:18 pm
Re: Project Cars 2
del
Last edited by Andrakann on Sat Sep 23, 2017 3:19 pm, edited 1 time in total.
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- Site Admin
- Posts: 12984
- Joined: Wed Jul 30, 2014 9:32 pm
Re: Project Cars 2
Script 0.2.5, apparently it was just a new key
http://aluigi.org/bms/nfsshift.bms
http://aluigi.org/bms/nfsshift.bms
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- Posts: 4
- Joined: Mon Jan 04, 2016 2:45 pm
Re: Project Cars 2
don't work for me
- select the BMS script to use
- select the input archives/files to extract, type * or "" for whole folder and subfolders
- select the output folder where extracting the files
- open input file C:\Users\Piero\Desktop\quickbms\Ferrari_488_GT3.bff
- open script C:\Users\Piero\Desktop\quickbms\nfsshift.bms
- set output folder C:\Users\Piero\Desktop\quickbms\Ferrari_488_GT3
offset filesize filename
--------------------------------------
unavailable key, contact me
- 0 files found in 0 seconds
coverage file 0 0% 1769 14238322 . offset 0000012e
coverage file -1 0% 0 16 . offset 00000000
coverage file -3 105% 511 486 . offset 00000000
Press ENTER or close the window to quit
- select the BMS script to use
- select the input archives/files to extract, type * or "" for whole folder and subfolders
- select the output folder where extracting the files
- open input file C:\Users\Piero\Desktop\quickbms\Ferrari_488_GT3.bff
- open script C:\Users\Piero\Desktop\quickbms\nfsshift.bms
- set output folder C:\Users\Piero\Desktop\quickbms\Ferrari_488_GT3
offset filesize filename
--------------------------------------
unavailable key, contact me
- 0 files found in 0 seconds
coverage file 0 0% 1769 14238322 . offset 0000012e
coverage file -1 0% 0 16 . offset 00000000
coverage file -3 105% 511 486 . offset 00000000
Press ENTER or close the window to quit
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- Posts: 8
- Joined: Fri Sep 22, 2017 10:36 am
Re: Project Cars 2
works great.
Only now can not open *.meb files))))
Only now can not open *.meb files))))
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- Posts: 12984
- Joined: Wed Jul 30, 2014 9:32 pm
Re: Project Cars 2
@sderenno
You have not downloaded the new script, you are still using the one in your browser's cache
You have not downloaded the new script, you are still using the one in your browser's cache
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- Posts: 4
- Joined: Thu Jul 27, 2017 5:09 pm
Re: Project Cars 2
aspec7878 wrote:works great.
Only now can not open *.meb files))))
yep, I had opened it, but I can't open Meb files now, even 3dsimed3.1k or zmodeler2.6, maybe I had to use zmodeler3
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Re: Project Cars 2
Regarding MEB, I made a quick analysis just yesterday and the X vertexes (4 bytes each 12) is encrypted.
I leave here what I wrote about MEB:
I leave here what I wrote about MEB:
Code: Select all
I just checked the file LAM_HURA_16_BODY_LODA.meb and the difference
is that 4 bytes every 12 bytes are obfuscated in some way.
What I mean is easily visible by using xoring the original file with
the new one and watching the obtained file with a hex editor.
This sort of obfuscation covers only a part of the meb file so it's
applied to specific data of this format and note to the whole file
as-is.
I don't know what obfuscation is used, but there are a lot of 0xaa
bytes when you xor the 2 files.
Considering that it's a list of 32bit float numbers (X axis of
XYZ coordinates of something?) it may be just a float-related math
operation used as obfuscation, for example:
1.583825246319139e-314 -> 3.458537934047377e-315
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- Joined: Fri Sep 22, 2017 10:36 am
Re: Project Cars 2
aluigi wrote:Regarding MEB, I made a quick analysis just yesterday and the X vertexes (4 bytes each 12) is encrypted.
and what would that mean?)))
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- Joined: Thu Jul 27, 2017 5:09 pm
Re: Project Cars 2
it means it could be a hell off job to make it
https://null-byte.wonderhowto.com/how-t ... g-0156158/
I tried to open it using wtceed and it opens but nothing comes with, only a empty material...
https://null-byte.wonderhowto.com/how-t ... g-0156158/
I tried to open it using wtceed and it opens but nothing comes with, only a empty material...
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- Posts: 8
- Joined: Fri Sep 22, 2017 10:36 am
Re: Project Cars 2
sergiorc wrote:it means it could be a hell off job to make it
https://null-byte.wonderhowto.com/how-t ... g-0156158/
I tried to open it using wtceed and it opens but nothing comes with, only a empty material...
and means wait for an update from the 3d simed and zmodeler?
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- Posts: 13
- Joined: Fri Aug 12, 2016 1:18 pm
Re: Project Cars 2
aluigi wrote:Regarding MEB, I made a quick analysis just yesterday and the X vertexes (4 bytes each 12) is encrypted.
Tried to capture 2016 Lambo Huracan with Ninja Ripper and have no luck, all ripped meshes looks like this one:
So, i think decryption is done by shaders, because Ninja Ripper get meshes before shaders apply.
Shaders is also captured and decompiled by ripper, there are 1 .gs shader, 350 .vs shaders and 575 .ps shaders in this rip (for 495 meshes and 112 textures). Uploaded here.
Full rip (with shaders) is uploaded here.
GS shader example:
Code: Select all
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
//
// cbuffer bokeh
// {
//
// row_major float4x4 g_mInvProj; // Offset: 0 Size: 64 [unused]
// float4 g_viewports[6]; // Offset: 64 Size: 96
// float2 g_depthBufferSize; // Offset: 160 Size: 8
// float2 g_dofTexSize; // Offset: 168 Size: 8 [unused]
// float2 g_screenSize; // Offset: 176 Size: 8
// float2 g_scale; // Offset: 184 Size: 8
// float2 g_switchover1; // Offset: 192 Size: 8
// float2 g_switchover2; // Offset: 200 Size: 8
// float g_cameraFarPlane; // Offset: 208 Size: 4
// float g_fMaxCoCRadiusNear; // Offset: 212 Size: 4
// float g_fFocusLength; // Offset: 216 Size: 4
// float g_fFocalPlane; // Offset: 220 Size: 4
// float g_fFNumber; // Offset: 224 Size: 4
// float g_fMaxCoCRadiusFar; // Offset: 228 Size: 4
// float g_fIrisTextureOffset; // Offset: 232 Size: 4
// float g_initialEnergyScale; // Offset: 236 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// energies texture float4 2d 0 1
// t0 texture float4 2d 1 1
// bokeh cbuffer NA NA 1 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_PrimitiveID 0 N/A primID PRIMID uint YES
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------ ------
// m0:SV_POSITION 0 xyzw 0 POS float xyzw
// m0:SV_ViewportArrayIndex 0 x 1 VPINDEX uint x
// m0:TEXCOORD 0 xy 2 NONE float xy
// m0:WEIGHT 0 z 2 NONE float z
// m0:TEXCOORD 1 xyz 3 NONE float xyz
//
gs_5_0
dcl_globalFlags refactoringAllowed
dcl_immediateConstantBuffer { { 1.000000, 0, 0, 0},
{ 0, 1.000000, 0, 0},
{ 0, 0, 1.000000, 0},
{ 0, 0, 0, 1.000000},
{ -1.000000, -1.000000, 0, 1.000000},
{ -1.000000, 3.000000, 0, -1.000000},
{ 3.000000, -1.000000, 2.000000, 1.000000} }
dcl_constantbuffer cb1[15], dynamicIndexed
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input vPrim
dcl_temps 14
dcl_inputprimitive point
dcl_stream m0
dcl_outputtopology trianglestrip
dcl_output_siv o0.xyzw, position
dcl_output_siv o1.x, viewport_array_index
dcl_output o2.xy
dcl_output o2.z
dcl_output o3.xyz
dcl_maxout 12
ishl r0.x, vPrim, l(2)
utof r0.x, r0.x
mul r0.y, cb1[11].x, l(0.500000)
round_ni r0.y, r0.y
div r0.z, r0.x, r0.y
ftou r1.y, r0.z
utof r0.z, r1.y
mad r0.x, -r0.z, r0.y, r0.x
ftou r1.x, r0.x
mul r0.xy, cb1[11].zwzz, cb1[11].xyxx
mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(16.000000, 16.000000, 0.000000, 0.000000)
ftou r0.xy, r0.xyxx
ult r0.xy, r0.xyxx, r1.xyxx
or r0.x, r0.x, r0.y
if_z r0.x
mov r1.z, l(0)
ld_indexable(texture2d)(float,float,float,float) r0.xyzw, r1.xyzz, t1.xyzw
mul r2.x, r0.w, cb1[13].x
mad r0.w, r0.w, cb1[13].x, -cb1[13].w
div r2.x, |r0.w|, r2.x
mul r2.y, cb1[13].z, cb1[13].z
add r2.z, -cb1[13].z, cb1[13].w
mul r2.z, r2.z, cb1[14].x
div r2.y, r2.y, r2.z
mul r2.x, r2.x, r2.y
mul r2.x, r2.x, cb1[10].x
mul r2.x, r2.x, l(14.285714)
lt r2.z, r0.w, l(0.000000)
movc r2.w, r2.z, cb1[13].y, cb1[14].y
min r2.x, r2.x, r2.w
mul r3.xy, cb1[11].xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mul r4.xy, r2.xxxx, l(0.500000, 0.250000, 0.000000, 0.000000)
ge r0.w, r0.w, l(0.000000)
and r2.x, r0.w, l(1)
dp2 r2.w, cb1[12].xyxx, icb[r2.x + 0].xyxx
ge r2.w, r4.x, r2.w
mul r4.z, cb1[14].w, l(0.250000)
mov r4.w, l(2)
mov r5.x, r4.x
mov r5.y, cb1[14].w
mov r5.z, l(0)
movc r6.xyz, r2.wwww, r4.yzwy, r5.xyzx
dp2 r2.x, cb1[12].zwzz, icb[r2.x + 0].xyxx
ge r2.x, r6.x, r2.x
mul r7.xy, r6.xyxx, l(0.500000, 0.250000, 0.000000, 0.000000)
mov r7.z, l(4)
movc r6.xyz, r2.xxxx, r7.xyzx, r6.xyzx
lt r2.x, r6.x, l(1.000000)
movc r2.x, r2.x, l(0), r6.x
movc r2.x, r2.z, r2.x, r6.x
add r2.x, r2.x, r2.x
iadd r7.xyw, r1.xxxx, l(2, 1, 0, 3)
mov r1.w, r7.y
ld_indexable(texture2d)(float,float,float,float) r8.xyzw, r1.wyzz, t1.xyzw
mul r2.z, r8.w, cb1[13].x
mad r2.w, r8.w, cb1[13].x, -cb1[13].w
div r2.z, |r2.w|, r2.z
mul r2.z, r2.z, r2.y
mul r2.z, r2.z, cb1[10].x
mul r2.z, r2.z, l(14.285714)
lt r3.z, r2.w, l(0.000000)
movc r3.w, r3.z, cb1[13].y, cb1[14].y
min r2.z, r2.z, r3.w
mul r4.xy, r2.zzzz, l(0.500000, 0.250000, 0.000000, 0.000000)
ge r2.z, r2.w, l(0.000000)
and r2.w, r2.z, l(1)
dp2 r3.w, cb1[12].xyxx, icb[r2.w + 0].xyxx
ge r3.w, r4.x, r3.w
mov r5.w, r4.x
movc r9.xyz, r3.wwww, r4.yzwy, r5.wyzw
dp2 r2.w, cb1[12].zwzz, icb[r2.w + 0].xyxx
ge r2.w, r9.x, r2.w
mul r10.xy, r9.xyxx, l(0.500000, 0.250000, 0.000000, 0.000000)
mov r10.z, l(4)
movc r9.xyz, r2.wwww, r10.xyzx, r9.xyzx
lt r2.w, r9.x, l(1.000000)
movc r2.w, r2.w, l(0), r9.x
movc r2.w, r3.z, r2.w, r9.x
add r2.w, r2.w, r2.w
round_ne r2.xw, r2.xxxw
mov r7.yz, r1.yyzy
ld_indexable(texture2d)(float,float,float,float) r10.xyzw, r7.xyzz, t1.xyzw
mul r1.z, r10.w, cb1[13].x
mad r3.z, r10.w, cb1[13].x, -cb1[13].w
div r1.z, |r3.z|, r1.z
mul r1.z, r1.z, r2.y
mul r1.z, r1.z, cb1[10].x
mul r1.z, r1.z, l(14.285714)
lt r3.w, r3.z, l(0.000000)
movc r6.x, r3.w, cb1[13].y, cb1[14].y
min r1.z, r1.z, r6.x
mul r4.xy, r1.zzzz, l(0.500000, 0.250000, 0.000000, 0.000000)
ge r1.z, r3.z, l(0.000000)
and r3.z, r1.z, l(1)
dp2 r6.x, cb1[12].xyxx, icb[r3.z + 0].xyxx
ge r6.x, r4.x, r6.x
mov r5.x, r4.x
movc r11.xyz, r6.xxxx, r4.yzwy, r5.xyzx
dp2 r3.z, cb1[12].zwzz, icb[r3.z + 0].xyxx
ge r3.z, r11.x, r3.z
mul r12.xy, r11.xyxx, l(0.500000, 0.250000, 0.000000, 0.000000)
mov r12.z, l(4)
movc r11.xyz, r3.zzzz, r12.xyzx, r11.xyzx
lt r3.z, r11.x, l(1.000000)
movc r3.z, r3.z, l(0), r11.x
movc r3.z, r3.w, r3.z, r11.x
add r3.z, r3.z, r3.z
ld_indexable(texture2d)(float,float,float,float) r12.xyzw, r7.wyzz, t1.xyzw
mul r3.w, r12.w, cb1[13].x
mad r5.x, r12.w, cb1[13].x, -cb1[13].w
div r3.w, |r5.x|, r3.w
mul r2.y, r2.y, r3.w
mul r2.y, r2.y, cb1[10].x
mul r2.y, r2.y, l(14.285714)
lt r3.w, r5.x, l(0.000000)
movc r6.x, r3.w, cb1[13].y, cb1[14].y
min r2.y, r2.y, r6.x
mul r4.xy, r2.yyyy, l(0.500000, 0.250000, 0.000000, 0.000000)
ge r2.y, r5.x, l(0.000000)
and r5.x, r2.y, l(1)
dp2 r6.x, cb1[12].xyxx, icb[r5.x + 0].xyxx
ge r6.x, r4.x, r6.x
mov r5.w, r4.x
movc r4.xyz, r6.xxxx, r4.yzwy, r5.wyzw
dp2 r4.w, cb1[12].zwzz, icb[r5.x + 0].xyxx
ge r4.w, r4.x, r4.w
mul r5.xy, r4.xyxx, l(0.500000, 0.250000, 0.000000, 0.000000)
mov r5.z, l(4)
movc r4.xyz, r4.wwww, r5.xyzx, r4.xyzx
lt r4.w, r4.x, l(1.000000)
movc r4.w, r4.w, l(0), r4.x
movc r3.w, r3.w, r4.w, r4.x
add r3.w, r3.w, r3.w
round_ne r3.zw, r3.zzzw
add r5.xyz, r0.xyzx, r8.xyzx
add r5.xyz, r10.xyzx, r5.xyzx
add r5.xyz, r12.xyzx, r5.xyzx
mul r5.xyz, r5.xyzx, l(0.250000, 0.250000, 0.250000, 0.000000)
ge r4.x, r2.x, l(1.000000)
if_nz r4.x
utof r4.xw, r1.xxxy
add r4.xw, r4.xxxw, l(0.500000, 0.000000, 0.000000, 0.500000)
div r4.xw, r4.xxxw, r3.xxxy
add r4.xw, r4.xxxw, r4.xxxw
mul r1.x, r2.x, l(0.500000)
lt r5.w, r2.x, l(64.000000)
ftoi r13.x, r2.x
mov r13.yzw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r2.x, r13.xyzw, t0.xyzw
movc r2.x, r5.w, l(1.267000), r2.x
mul r2.x, r6.y, r2.x
mul r5.w, r1.x, r1.x
div r2.x, r2.x, r5.w
bfi r0.w, l(1), l(0), r0.w, r6.z
uge r5.w, r0.w, l(2)
movc r0.xyz, r5.wwww, r5.xyzx, r0.xyzx
mad r4.xw, r4.xxxw, l(1.000000, 0.000000, 0.000000, -1.000000), l(-1.000000, 0.000000, 0.000000, 1.000000)
mov r5.w, l(0)
loop
ige r6.x, r5.w, l(3)
breakc_nz r6.x
mul r6.xy, r1.xxxx, icb[r5.w + 4].xyxx
div r6.xy, r6.xyxx, cb1[r0.w + 4].zwzz
add r6.xy, r4.xwxx, r6.xyxx
add r6.zw, cb1[14].zzzz, icb[r5.w + 4].zzzw
mov o0.xy, r6.xyxx
mov o0.zw, l(0,0,0,1.000000)
mov o1.x, r0.w
mov o2.xy, r6.zwzz
mov o2.z, r2.x
mov o3.xyz, r0.xyzx
emit_stream m0
iadd r5.w, r5.w, l(1)
endloop
cut_stream m0
endif
ge r0.x, r2.w, l(1.000000)
if_nz r0.x
utof r0.xy, r1.wyww
add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
div r0.xy, r0.xyxx, r3.xyxx
add r0.xy, r0.xyxx, r0.xyxx
mul r0.z, r2.w, l(0.500000)
lt r0.w, r2.w, l(64.000000)
ftoi r6.x, r2.w
mov r6.yzw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.x, r6.xyzw, t0.xyzw
movc r0.w, r0.w, l(1.267000), r1.x
mul r0.w, r9.y, r0.w
mul r1.x, r0.z, r0.z
div r0.w, r0.w, r1.x
bfi r1.x, l(1), l(0), r2.z, r9.z
uge r1.y, r1.x, l(2)
movc r2.xzw, r1.yyyy, r5.xxyz, r8.xxyz
mad r0.xy, r0.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
mov r1.y, l(0)
loop
ige r1.w, r1.y, l(3)
breakc_nz r1.w
mul r4.xw, r0.zzzz, icb[r1.y + 4].xxxy
div r4.xw, r4.xxxw, cb1[r1.x + 4].zzzw
add r4.xw, r0.xxxy, r4.xxxw
add r6.xy, cb1[14].zzzz, icb[r1.y + 4].zwzz
mov o0.xy, r4.xwxx
mov o0.zw, l(0,0,0,1.000000)
mov o1.x, r1.x
mov o2.xy, r6.xyxx
mov o2.z, r0.w
mov o3.xyz, r2.xzwx
emit_stream m0
iadd r1.y, r1.y, l(1)
endloop
cut_stream m0
endif
ge r0.x, r3.z, l(1.000000)
if_nz r0.x
utof r0.xy, r7.xyxx
add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
div r0.xy, r0.xyxx, r3.xyxx
add r0.xy, r0.xyxx, r0.xyxx
mul r0.z, r3.z, l(0.500000)
lt r0.w, r3.z, l(64.000000)
ftoi r6.x, r3.z
mov r6.yzw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.x, r6.xyzw, t0.xyzw
movc r0.w, r0.w, l(1.267000), r1.x
mul r0.w, r11.y, r0.w
mul r1.x, r0.z, r0.z
div r0.w, r0.w, r1.x
bfi r1.x, l(1), l(0), r1.z, r11.z
uge r1.y, r1.x, l(2)
movc r1.yzw, r1.yyyy, r5.xxyz, r10.xxyz
mad r0.xy, r0.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
mov r2.x, l(0)
loop
ige r2.z, r2.x, l(3)
breakc_nz r2.z
mul r2.zw, r0.zzzz, icb[r2.x + 4].xxxy
div r2.zw, r2.zzzw, cb1[r1.x + 4].zzzw
add r2.zw, r0.xxxy, r2.zzzw
add r4.xw, cb1[14].zzzz, icb[r2.x + 4].zzzw
mov o0.xy, r2.zwzz
mov o0.zw, l(0,0,0,1.000000)
mov o1.x, r1.x
mov o2.xy, r4.xwxx
mov o2.z, r0.w
mov o3.xyz, r1.yzwy
emit_stream m0
iadd r2.x, r2.x, l(1)
endloop
cut_stream m0
endif
ge r0.x, r3.w, l(1.000000)
if_nz r0.x
utof r0.xy, r7.wyww
add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
div r0.xy, r0.xyxx, r3.xyxx
add r0.xy, r0.xyxx, r0.xyxx
mul r0.z, r3.w, l(0.500000)
lt r0.w, r3.w, l(64.000000)
ftoi r1.x, r3.w
mov r1.yzw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.x, r1.xyzw, t0.xyzw
movc r0.w, r0.w, l(1.267000), r1.x
mul r0.w, r4.y, r0.w
mul r1.x, r0.z, r0.z
div r0.w, r0.w, r1.x
bfi r1.x, l(1), l(0), r2.y, r4.z
uge r1.y, r1.x, l(2)
movc r1.yzw, r1.yyyy, r5.xxyz, r12.xxyz
mad r0.xy, r0.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
mov r2.x, l(0)
loop
ige r2.y, r2.x, l(3)
breakc_nz r2.y
mul r2.yz, r0.zzzz, icb[r2.x + 4].xxyx
div r2.yz, r2.yyzy, cb1[r1.x + 4].zzwz
add r2.yz, r0.xxyx, r2.yyzy
add r3.xy, cb1[14].zzzz, icb[r2.x + 4].zwzz
mov o0.xy, r2.yzyy
mov o0.zw, l(0,0,0,1.000000)
mov o1.x, r1.x
mov o2.xy, r3.xyxx
mov o2.z, r0.w
mov o3.xyz, r1.yzwy
emit_stream m0
iadd r2.x, r2.x, l(1)
endloop
cut_stream m0
endif
endif
ret
// Approximately 292 instruction slots used
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- Posts: 3
- Joined: Thu Jul 30, 2015 8:44 am
Re: Project Cars 2
Interesting guys, TY for all infos, too bad really !
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- Site Admin
- Posts: 12984
- Joined: Wed Jul 30, 2014 9:32 pm
Re: Project Cars 2
Quick note about quickbms 0.8.2a, the nfsshift.bms script doesn't work with this version (openssl rc4 bug). the bug will be fixed soon so don't panic and if you are in rush use quickbms 0.8.1
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- Posts: 1
- Joined: Mon Jun 18, 2018 7:28 am
Re: Project Cars 2
Code: Select all
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
//
// cbuffer COMMON_BUFFER1
// {
//
// row_major float4x4 worldViewProj; // Offset: 0 Size: 64
// float4 encryptionKey; // Offset: 64 Size: 16
// row_major float4x4 world; // Offset: 80 Size: 64 [unused]
// row_major float4x4 worldView; // Offset: 144 Size: 64 [unused]
// row_major float4x4 worldI; // Offset: 208 Size: 64 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// COMMON_BUFFER1 cbuffer NA NA 13 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE uint xyz
// TEXCOORD 0 xy 1 NONE float xy
// SV_VertexID 0 x 2 VERTID uint x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb13[5], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_input_sgv v2.x, vertex_id
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_temps 2
and r0.x, v2.x, l(31)
iadd r0.x, -r0.x, l(32)
xor r0.y, v2.x, cb13[4].x
xor r0.y, r0.y, l(0x6ed5dead)
ushr r0.x, r0.y, r0.x
ishl r0.y, r0.y, v2.x
or r0.x, r0.x, r0.y
xor r0.x, r0.x, v0.x
mul r1.xyzw, v0.yyyy, cb13[1].xyzw
mad r0.xyzw, r0.xxxx, cb13[0].xyzw, r1.xyzw
mad r0.xyzw, v0.zzzz, cb13[2].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb13[3].xyzw
mul r0.z, r0.w, r0.z
mov o0.xyw, r0.xyxw
max o0.z, r0.z, l(0.000000)
mov o1.xy, v1.xyxx
ret
// Approximately 17 instruction slots used
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- Posts: 31
- Joined: Wed Dec 09, 2015 11:59 am
Re: Project Cars 2
Any news about importer from PC2?
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- Posts: 31
- Joined: Wed Dec 09, 2015 11:59 am
Re: Project Cars 2
Converting cars from Project Cars 2 is dead? Any chance for scripts?
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- Posts: 165
- Joined: Wed Jun 01, 2016 5:53 pm
Re: Project Cars 2
Yep there is definitely something wrong with X axis. Mesh is stretched.
This is what i get from rip file. UV's seems to be ok.
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- Posts: 31
- Joined: Wed Dec 09, 2015 11:59 am
Re: Project Cars 2
h3x3r wrote:
Yep there is definitely something wrong with X axis. Mesh is stretched.
This is what i get from rip file. UV's seems to be ok.
What's your settings in Ninja Ripper? Did you try import in Noesis?