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/filehere 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.