Cars Race-o-Rama .xng

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
itsmeft24
Posts: 9
Joined: Sun Apr 18, 2021 11:19 pm

Re: Cars Race-o-Rama .xng

Post by itsmeft24 »

@Allen
Regarding your hash-related queries:
I've documented some information on the XBR/P3R archives used in Race-O-Rama here: https://github.com/itsmeft24/cars-resea ... ts/xbr.txt
And code to extract arbitrary files from the archive format can be found here: https://github.com/itsmeft24/cars-resea ... r/main.cpp
A list of files with cracked names (yes, they did have to be brute-forced for the most part) can be found here, with versions for both P3R and XBR: https://github.com/itsmeft24/cars-resea ... ash_labels

If you require any assistance getting some of this stuff set up, you can HMU in private messages!
TKFRvision
Posts: 4
Joined: Wed Mar 09, 2022 5:46 pm

Re: Cars Race-o-Rama .xng

Post by TKFRvision »

Allen wrote:
Code wrote:@Allen
you said that there is still a lot of things unknown about the model formats that Cars use, namely XNG, GCG, etc, point is there is tons of old source codes for tools that the developers used to create assets for the game. So if you're interested you can take a look to see if there is anything that could help you understand these formats and perhaps help us with model conversions

http://www.mediafire.com/file/pa379eq09 ... s.rar/file

here is a link to those files if you're interested.
let me know if you manage to do something with this.

I am looking at the gcg format of the wii platform recently, and I have read the old source code you released.
The source code doesn't compile, it's missing something like "ParameterBlocks.h", which is a function to read a text file, and it seems that the include and lib of the corresponding version of the directx sdk need to be added.
The source code slt converts the xng part without any problem, and the converted XNG format content is the same as the CARS-RACE-O-RAMA format.
The slt converts the gcg part, I think it's only for the game cube platform, it's not compatible with the WII version.
It should be said that it is not fully compatible, for non-skinned models, I think it still works?

The WII version gcg format is relatively new, the tool is not applicable, and the code for the skinning part is missing.
The WII version of the gcg format has added skinning (that is, bones + weights), and I may consider adding the viewing support of this format in the plugin.

When it comes to Cars Modding, I think there needs to be some groundwork:
Import and export of archive files, batch unpacking, and one-click packing.
The file name corresponding to the file HASH must be clear, otherwise the file cannot be located.
Texture import and export tools.
The last is the modification of the model level.


Don't worry about groundwork. Will do the groundwork. It's just that we don't have nobody that's good with models.
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Cars Race-o-Rama .xng

Post by Allen »

Hi Guys,
The ps3 p3g/xbox360 xng format is the same, which I think is the most likely modding. I can't make a promise right now, but I'll consider writing an exporter.
I didn't expect many of you to be interested in modding, seeing that there have been several requests, so I might be able to help.
But maintaining a modding tool takes up a lot of personal time, which is why I didn't do it before.

The ps3 version has the Rpcs3 simulator for debugging, and the wii version also has the Dolphin simulator for debugging, so I think these two versions will be more convenient to modify and facilitate some reverse debugging.

@code @CollinJoe @itsmeft24 @TKFRvision
Are you guys on the same modding group/Discord? Someone can PM me the link?

@itsmeft24
Seeing that you seem to have done a lot of work, great!
If I need any help, I will contact you.

Some process about wii gcg format:
Image
CollinJoe
Posts: 9
Joined: Sat Feb 12, 2022 9:51 pm

Re: Cars Race-o-Rama .xng

Post by CollinJoe »

Allen wrote:Hi Guys,
The ps3 p3g/xbox360 xng format is the same, which I think is the most likely modding. I can't make a promise right now, but I'll consider writing an exporter.
I didn't expect many of you to be interested in modding, seeing that there have been several requests, so I might be able to help.
But maintaining a modding tool takes up a lot of personal time, which is why I didn't do it before.

The ps3 version has the Rpcs3 simulator for debugging, and the wii version also has the Dolphin simulator for debugging, so I think these two versions will be more convenient to modify and facilitate some reverse debugging.

@code @CollinJoe @itsmeft24 @TKFRvision
Are you guys on the same modding group/Discord? Someone can PM me the link?

@itsmeft24
Seeing that you seem to have done a lot of work, great!
If I need any help, I will contact you.

Some process about wii gcg format:
Image

I haven't been in the modding server for over a year, but I know code can definitely PM it to you.
CollinJoe
Posts: 9
Joined: Sat Feb 12, 2022 9:51 pm

Re: Cars Race-o-Rama .xng

Post by CollinJoe »

Glad to see there might finally be some progress
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Cars Race-o-Rama .xng

Post by Allen »

TKFRvision has PM me a link. :)
lorak
Posts: 36
Joined: Wed Aug 31, 2016 6:12 pm

Re: Cars Race-o-Rama .xng

Post by lorak »

Are this findings an updates also working for the PSP version of the game?
In the PSP version of the game there are only 3 files: Publish.bxml, Game.mif and GameAudio.mif. Actually, I do not see any xng files, maybe there are inside Game.mif.
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Cars Race-o-Rama .xng

Post by Allen »

The PSP version is not researched, first you need to unpack it. Then get the sample file, as far as I understand the native geometry part of the PSP version will be different.
Not currently in my plan.
CollinJoe
Posts: 9
Joined: Sat Feb 12, 2022 9:51 pm

Re: Cars Race-o-Rama .xng

Post by CollinJoe »

Allen wrote:The PSP version is not researched, first you need to unpack it. Then get the sample file, as far as I understand the native geometry part of the PSP version will be different.
Not currently in my plan.

That's fine, I'm already good since we can mod the 360 versions of all 3 THQ games, plus the PS3 versions of MN and RoR, plus the PC version of MN, and the Wii versions of all 3 games just fine, I'm not really focused on PSP Cars modding at the moment.
CollinJoe
Posts: 9
Joined: Sat Feb 12, 2022 9:51 pm

Re: Cars Race-o-Rama .xng

Post by CollinJoe »

Allen wrote:TKFRvision has PM me a link. :)

Well in that case, welcome to the team.
CollinJoe
Posts: 9
Joined: Sat Feb 12, 2022 9:51 pm

Re: Cars Race-o-Rama .xng

Post by CollinJoe »

Allen wrote:Hi Guys,
The ps3 p3g/xbox360 xng format is the same, which I think is the most likely modding. I can't make a promise right now, but I'll consider writing an exporter.
I didn't expect many of you to be interested in modding, seeing that there have been several requests, so I might be able to help.
But maintaining a modding tool takes up a lot of personal time, which is why I didn't do it before.

The ps3 version has the Rpcs3 simulator for debugging, and the wii version also has the Dolphin simulator for debugging, so I think these two versions will be more convenient to modify and facilitate some reverse debugging.

@code @CollinJoe @itsmeft24 @TKFRvision
Are you guys on the same modding group/Discord? Someone can PM me the link?

@itsmeft24
Seeing that you seem to have done a lot of work, great!
If I need any help, I will contact you.

Some process about wii gcg format:
Image

Coming back to this, I'm sure if you find the motivation, you can make the exporter possible, it just takes a lot of patience.
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Cars Race-o-Rama .xng

Post by Allen »

Importers for SLT text format and GCG Wii format have been completed.
And fixed the reading of XNG format LOD models and bone palettes.

Image
Image
Image

Next I think is the exporter for SLT...
CollinJoe
Posts: 9
Joined: Sat Feb 12, 2022 9:51 pm

Re: Cars Race-o-Rama .xng

Post by CollinJoe »

Have you checked to see if this happened before saying you were done?
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Cars Race-o-Rama .xng

Post by Allen »

CollinJoe wrote:Have you checked to see if this happened before saying you were done?

Found the cause, the normals were not correct due to the vertices drawn using immediate mode, the degenerate triangles were not culled, this is now resolved.

Image
Image
Image

The new version of the plugin is still being debugged and will be updated here when it is improved.
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Cars Race-o-Rama .xng

Post by Allen »

Update content:
Added Nintendo Gamecube / Wii platform GCG model format support
Added PS2 platform PSG model format support
Added PC/XBOX platform DXG model format support
Added SLT text format import and export.
Last edited by Allen on Wed Dec 28, 2022 10:12 am, edited 1 time in total.
Teancum
Posts: 94
Joined: Mon Sep 22, 2014 5:13 pm

Re: Cars Race-o-Rama .xng

Post by Teancum »

Allen wrote:Update content:
Added Nintendo Gamecube / Wii platform GCG model format support
Added PS2 platform PSG model format support
Added PC/XBOX platform DXG model format support
Added SLT text format import and export.

Project source code:
https://github.com/leeao/carsraceorama


Thank you SO MUCH for this. The Cars modding community is pretty small, and I haven't modded it in ages, but the ability to export new cars is huge. With this we can import, dump to SLT and then export that to PC/360/OG Xbox.

Any chance you can attach a compiled SLTConvert? I don't have the correct Visual Studio anymore. I'll archive this plugin and SLTConvert at https://modcars.fandom.com/wiki/Tools if you'd like.

Also I'm not sure if this research is helpful in any way. Apparently some exporting is already possible, but I prefer using the setup you've created. https://github.com/itsmeft24/cars-research/
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Cars Race-o-Rama .xng

Post by Allen »

Teancum wrote:Thank you SO MUCH for this. The Cars modding community is pretty small, and I haven't modded it in ages, but the ability to export new cars is huge. With this we can import, dump to SLT and then export that to PC/360/OG Xbox.

Any chance you can attach a compiled SLTConvert? I don't have the correct Visual Studio anymore. I'll archive this plugin and SLTConvert at https://modcars.fandom.com/wiki/Tools if you'd like.

Also I'm not sure if this research is helpful in any way. Apparently some exporting is already possible, but I prefer using the setup you've created. https://github.com/itsmeft24/cars-research/

Sure. :)
Here is the SLTConvert tool, credit to itsmeft24. compiled by him.
Thanks for his hard work.
Only XNG and DXG convert actually work.

Currently you can use Noesis to export FBX, then add or modify models using Blender to import and export as FBX, and then use Noesis to export to SLT format.
EthanParks25
Posts: 9
Joined: Sat Nov 06, 2021 12:59 am

Re: Cars Race-o-Rama .xng

Post by EthanParks25 »

So, how do I use the compiled SLTConvert? I've been wanting to have new models so badly.
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Cars Race-o-Rama .xng

Post by Allen »

Using Noesis, export the model FBX,
Using Blender, import FBX, add new model, rigging skin, export FBX.
Using Noesis, right click on FBX and select export .slt cars model format.
Use SLTConvert to convert .slt new models to XNG or DXG.
SLTConvert is a command line program, Run with cmd for detailed help.

Then manually edit the material file, XNG corresponds to the XNM material file, which is a text file.
EthanParks25
Posts: 9
Joined: Sat Nov 06, 2021 12:59 am

Re: Cars Race-o-Rama .xng

Post by EthanParks25 »

Yeah, and what should I type in CMD?