Cars Race-o-Rama .xng

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Cars Race-o-Rama .xng

Post by Allen »

Run the SLTConvert.exe program directly using cmd without any parameters, and it will display the program description.

If this is your first time running a command line program, just open cmd, drag sltconvert.exe into the cmd window, and press Enter to run the program.
In addition, editing the model requires some basic knowledge of 3D model software, you need to learn.
EthanParks25
Posts: 9
Joined: Sat Nov 06, 2021 12:59 am

Re: Cars Race-o-Rama .xng

Post by EthanParks25 »

I've been trying to get one of my models to work, like my custom Cars 2 McQueen, but how do I rig the model?
Teancum
Posts: 94
Joined: Mon Sep 22, 2014 5:13 pm

Re: Cars Race-o-Rama .xng

Post by Teancum »

viewtopic.php?p=72088#p72088

Follow that process. Once you have an Cars video game McQueen in there you can envelope/rig your new model to those bones. There are lots of YouTube tutorials for Blender and rigging. Be aware though that nobody has yet succeeded in using a 100% new model, so there's not much someone can do to help. You'll need to research and learn as you go.
EthanParks25
Posts: 9
Joined: Sat Nov 06, 2021 12:59 am

Re: Cars Race-o-Rama .xng

Post by EthanParks25 »

I've tried that, but it keeps messing up after I export my model as an FBX file.
Last edited by EthanParks25 on Wed Jun 22, 2022 11:00 am, edited 3 times in total.
Teancum
Posts: 94
Joined: Mon Sep 22, 2014 5:13 pm

Re: Cars Race-o-Rama .xng

Post by Teancum »

Show us a picture with the skeleton visible. That might help
EthanParks25
Posts: 9
Joined: Sat Nov 06, 2021 12:59 am

Re: Cars Race-o-Rama .xng

Post by EthanParks25 »

Image
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Cars Race-o-Rama .xng

Post by Allen »

There needs to be a learning process, don't rush. First google the tutorial for blender rigging and skinning.
You can try adding a small object to a game model first, such as an extra model, then rigging it to the bone and testing it in the game.
After a bit of experience try rigging the entire model, using the original game skeleton (this is done for consistency with the animation).
EthanParks25
Posts: 9
Joined: Sat Nov 06, 2021 12:59 am

Re: Cars Race-o-Rama .xng

Post by EthanParks25 »

Yeah, but what settings do I have to use on Blender?
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Cars Race-o-Rama .xng

Post by Allen »

There are no special settings, one thing to note: do not check the Import Leaf Bones option when importing FBX. There is no mystery, just you have to learn the basic operation of the software.
EthanParks25
Posts: 9
Joined: Sat Nov 06, 2021 12:59 am

Re: Cars Race-o-Rama .xng

Post by EthanParks25 »

I know, but how do I mirror the model on Blender?
Teancum
Posts: 94
Joined: Mon Sep 22, 2014 5:13 pm

Re: Cars Race-o-Rama .xng

Post by Teancum »

Honestly I'd watch YouTube tutorials for Blender. I learned a lot that way, and in fact learned not only Blender, but Softimage XSI as well. I know you'd want just the quick answer, but ultimately you'll find you end up with tons of questions that need answered, not just the one.

Regardless I don't think you'll find answers on how to do stuff in Blender here. This is more about reverse engineering over how to use one specific app. Hopefully that helps.
Sunrise424
Posts: 1
Joined: Sat Dec 17, 2022 8:13 pm

Re: Cars Race-o-Rama .xng

Post by Sunrise424 »

Hi I want ask something about DXT if there is any possibility to convert them into DDS and than back into DXT because I want more mod the og game and I didn't saw any program that could do this
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Cars Race-o-Rama .xng

Post by Allen »

Noesis Plugin Tools update:
Add export option:
Cars SLT Model Format
-removecolor - remove vertex color rgba
-fixalpha - disable vertex color alpha
Fixed vertex color error in fbx format exported with blender.

Link:
https://zenhax.com/viewtopic.php?f=5&t=12889#p61602
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Cars Race-o-Rama .xng

Post by Allen »

Recently, I researched the CARS ROR of Tantalus Media's PSP/NDS platform. I have made some progress.
Cars Mater-National Championship NDS:
Image
Cars Race-O-Rama NDS:
Image
Cars Race-O-Rama PSP:
Image

In the ROR PSP version, mif is a package file. The file name uses hash. I have dumped many file names.
The extracted files are mainly RBH container files, using the "PACK" custom compression algorithm.
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Cars Race-o-Rama .xng

Post by DJ Normality »

Hell ya good job bro :D appreciate the heads up.
lorak
Posts: 36
Joined: Wed Aug 31, 2016 6:12 pm

Re: Cars Race-o-Rama .xng

Post by lorak »

Allen wrote:Recently, I researched the CARS ROR of Tantalus Media's PSP/NDS platform. I have made some progress.
In the ROR PSP version, mif is a package file. The file name uses hash. I have dumped many file names.
The extracted files are mainly RBH container files, using the "PACK" custom compression algorithm.
Great work!
Glad to see McQueen from Cars RoR PSP in Noesis. :D
I would like to be able to edit the PSP version at some point.