Cars Race-o-Rama .xng

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Cars Race-o-Rama .xng

Post by DJ Normality »

Image

Vertex offset
Image
Image

Face offset
Image
Image

UV offset
Image
Image

This is the first time I have used the Tri-Strip. Not too sure what it does but seems to work :lol:
If anyone could write a simple script or drop and drag .exe for these files I would appreciate it.

Sample File
https://drive.google.com/file/d/1kjjJzl ... sp=sharing
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Cars Race-o-Rama .xng

Post by DJ Normality »

Perseverance pays off.
He was located in the one of the JCAN_Body.xng file. Its the only one thats 558KB of Mcqueen.
Video of extraction.
https://www.youtube.com/watch?v=bC52TkS-KGs
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Cars Race-o-Rama .xng

Post by Allen »

Image
Image
This is a car that can talk and jump.
However, it is still not sure how the texture works, maybe you should provide a complete archive file.
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Cars Race-o-Rama .xng

Post by DJ Normality »

All i have is the .XNG's .P3G's and the texture maps. There was other data like .ini files and .txt files but i didnt think they were useful. I sent you a dm of the tools I used and the game download. But I dont have any of the original content anymore.
Code
Posts: 16
Joined: Sat Oct 03, 2020 7:56 pm

Re: Cars Race-o-Rama .xng

Post by Code »

Interesting, did you load of one the .got/wot animation files for McQ? would it be possible to open these up in Blender or 3ds Max? because this could be useful for me since i am modding the games and i would like to edit models or create new animations, we develop a mod that's goal is to combine three games released by THQ into one game using the second game (Cars Mater-National) as a base for a mod we call Hi-Octane, if you're willing to help us or something i may give you an invatation link to our discord server
also you're using the rainbow_studios.bms script to unpack Race-O-Rama data correct?
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Cars Race-o-Rama .xng

Post by Allen »

I made a NOESIS plugin, supports models, bones, and skins.

20230102 Update:
How to install:
Move the plugins folder to the Noesis directory

About export option:

Cars SLT Model Format
-removecolor - remove vertex color rgba
-fixalpha - disable vertex color alpha


About:
This is a Noesis C++ native plugin project.

The importer supports the following Cars model formats:

XNG XBOX360 / PC

P3G (Same as XNG) PS3

GCG WII / GameCube

DXG PC / XBOX

PSG PS2

SLT text format

Exporter supports:

SLT text model format

SLT files can be converted to xng, dxg format using SLTConvert.
CarsRaceORama_NoesisPlugin20230102.zip



SLT to XNG / DXG Converter:
viewtopic.php?f=5&t=12889&start=20#p71798
Last edited by Allen on Sun Jan 08, 2023 3:52 am, edited 3 times in total.
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Cars Race-o-Rama .xng

Post by DJ Normality »

Thank you so much Allen. Finally after 3 years :D

@Code i used the cars_ror_p3r.bms script

Noesis does crash on some of these. Not too sure. I went ahead and packed all the files I do have for you if you need to do more test. Probably an unnecessary amount of files but I didn't know what all you needed. And seems not all meshes are the same.

Image

Archive
https://drive.google.com/file/d/10e9_kv ... sp=sharing
Code
Posts: 16
Joined: Sat Oct 03, 2020 7:56 pm

Re: Cars Race-o-Rama .xng

Post by Code »

Noesis seems to be crashing while trying to load characters that have Headlights and Breaklights just checked it a couple of times and each time i loaded characters with no headlights or breaklights it worked just fine and with headlights and breaklights Noesis seems to crash
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Cars Race-o-Rama .xng

Post by Allen »

Added support for models with headlights, brake lights, and colored buildings.

I think it would be perfect if the texture with the correct file name can be unpacked.
Image
Image
Image
Image
Image
Code
Posts: 16
Joined: Sat Oct 03, 2020 7:56 pm

Re: Cars Race-o-Rama .xng

Post by Code »

Thank you for the information, also one of our programmers is asking if you could release the source code of the script, we're trying to see if we could convert a .fbx file to .xng
there is also another model file format .gcg it's mainly used by the Wii version of these games, it's mostly a different version of .xng could you maybe look into these as well?

here is a sample file: https://drive.google.com/file/d/1bO_n-f ... sp=sharing

would there be anyway of contacting you anywhere else besides here? like Discord or something like that?
Last edited by Code on Tue Jan 12, 2021 2:53 pm, edited 1 time in total.
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Cars Race-o-Rama .xng

Post by Allen »

I also updated the 010 format template. I have posted the format, and I think sharing the format is important. If you understand the format, you can process the model accordingly.
I will take a look at the WII format when I have time. Generally, the native geometry of console games on different platforms will be different, and other data will remain roughly unchanged.
Code
Posts: 16
Joined: Sat Oct 03, 2020 7:56 pm

Re: Cars Race-o-Rama .xng

Post by Code »

Alright, Thank you again for your help, waiting for any news
Code
Posts: 16
Joined: Sat Oct 03, 2020 7:56 pm

Re: Cars Race-o-Rama .xng

Post by Code »

@Allen one of my programmers is asking if it would be possible for you to make a .FBX to .XNG script
Allen
Posts: 156
Joined: Tue Sep 01, 2015 9:44 am

Re: Cars Race-o-Rama .xng

Post by Allen »

Sorry, there are still some unknown things in this format, and I have no plans to write an exporter.
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Cars Race-o-Rama .xng

Post by DJ Normality »

Thanks again for looking into it. They look great. :D I didn't know you were able to get the bones too. Amazing work.
Image
Gamer-Geek
Posts: 1
Joined: Tue Mar 09, 2021 7:28 pm

Re: Cars Race-o-Rama .xng

Post by Gamer-Geek »

@Allen I have been interested in modding Cars Mater-National for almost ten years now. I first started around 2012, but stopped after two years of very little progress. The only files that I was able to open and edit were the textures and some of the scripts. At the time, the 3d files (.xng) were completely inaccessible since the format is proprietary, but this was exactly what I was trying to edit. The possibilities that open up with importing/exporting models and animation are almost limitless. Having found this thread, I'm really excited to see such progress with reverse-engineering of the 3d models! Allen, you seem to be the only one who know how to program a file to import/export the models into 3ds Max or Blender. Is there any way you could finish programming the Noesis script to have a fully functioning program?
EthanParks25
Posts: 9
Joined: Sat Nov 06, 2021 12:59 am

Re: Cars Race-o-Rama .xng

Post by EthanParks25 »

I wished we could export .FBX to .XNG to make new models.
Code
Posts: 16
Joined: Sat Oct 03, 2020 7:56 pm

Re: Cars Race-o-Rama .xng

Post by Code »

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

Re: Cars Race-o-Rama .xng

Post by Allen »

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.
CollinJoe
Posts: 9
Joined: Sat Feb 12, 2022 9:51 pm

Re: Cars Race-o-Rama .xng

Post by CollinJoe »

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.

I'd still like a .gcg plug-in that supports both GC and Wii models, regardless, but I guess I can see how hard it's gonna be.