[PC] Burnout Paradise model file ".dat"

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
barankaplan7878
Posts: 33
Joined: Fri Oct 06, 2017 3:43 pm

[PC] Burnout Paradise model file ".dat"

Post by barankaplan7878 »

I extracted car model files with Noesis with plugins, Noesis can view the 3D model, but I want to edit this. What should I do? This is a ".dat" and I want to convert this file to ".z3d"
Note: Noesis not opening model file, opening model header and view model file.
I can't upload the Noesis plugin, because It's ".py" :(
DGIorio
Posts: 9
Joined: Tue Jul 18, 2017 1:23 am

Re: [PC] Burnout Paradise model file ".dat"

Post by DGIorio »

Before opening your model, convert the textures to .dds. Now, after opening the model in Noesis using the burnout plugin, click in File>Export, choose the main output type as .obj. Also check the option flip UV's and use the advanced options -objmtl

Now open ZModeler2 and go in File>Import and then find your .obj file and click import. After importing you can save your model (it will get the extension .z3d). If there are some missing texture in your model, you can add the textures path in ZModeler search list (Options>Settings>Services>Textures>Add), it's useful to put the generic textures folder in this list.

I don't know if someone else has made I plugin to export directly from Noesis to ZModeler (.z3d).

PS: ZModeler version 2.2.5 and newer has obj importer.
Tosyk
Posts: 81
Joined: Mon Aug 11, 2014 6:37 am

Re: [PC] Burnout Paradise model file ".dat"

Post by Tosyk »

DGIorio, where I can find noesis plugin for BP .dat models?
DGIorio
Posts: 9
Joined: Tue Jul 18, 2017 1:23 am

Re: [PC] Burnout Paradise model file ".dat"

Post by DGIorio »

Tosyk wrote:DGIorio, where I can find noesis plugin for BP .dat models?


Hi Tosyk

I'm still working in the noesis plugins, but I think they are in a good state to release.
I've been making an unpacker (PC/XBOX/PS3) and a packer (PC) tool. I also made a model viewer and texture viewer for PC version. The scripts need to be put in the folder "Noesis\plugins\python" and put the two generic folders (textures and models) in main Noesis folder (Noesis\). Also it's better to put Noesis in some folder without spaces in the path (like C:\Noesis).

For opening models, you can click in the files without "_model" that are inside the folder "0C_00_00_00" or click in the file inside the folder "06_00_01_00" to open all models together and in their positions. For city models (TRK_UNITs) the main file is in the folder "23_00_00_00".
For opening textures, you can click in the files without "_texture" that are inside the folder "00_00_00_00". It's possible to the noesis batch-process to convert the textures to .dds.

Burnout Paradise Generic textures and models:
https://drive.google.com/file/d/0B1NgOi ... sp=sharing

PS: before opening the models it's good to first convert the textures to .dds, so when exporting to obj the textures can be found.
Tosyk
Posts: 81
Joined: Mon Aug 11, 2014 6:37 am

Re: [PC] Burnout Paradise model file ".dat"

Post by Tosyk »

DGIorio, great! thank you, I'll try it when I get back home.
ArthurLopes
Posts: 4
Joined: Wed Feb 21, 2018 12:11 pm

Re: [PC] Burnout Paradise model file ".dat"

Post by ArthurLopes »

DGIorio wrote:
Tosyk wrote:DGIorio, where I can find noesis plugin for BP .dat models?


Hi Tosyk

I'm still working in the noesis plugins, but I think they are in a good state to release.
I've been making an unpacker (PC/XBOX/PS3) and a packer (PC) tool. I also made a model viewer and texture viewer for PC version. The scripts need to be put in the folder "Noesis\plugins\python" and put the two generic folders (textures and models) in main Noesis folder (Noesis\). Also it's better to put Noesis in some folder without spaces in the path (like C:\Noesis).

For opening models, you can click in the files without "_model" that are inside the folder "0C_00_00_00" or click in the file inside the folder "06_00_01_00" to open all models together and in their positions. For city models (TRK_UNITs) the main file is in the folder "23_00_00_00".
For opening textures, you can click in the files without "_texture" that are inside the folder "00_00_00_00". It's possible to the noesis batch-process to convert the textures to .dds.

Burnout Paradise Generic textures and models:
https://drive.google.com/file/d/0B1NgOi ... sp=sharing

PS: before opening the models it's good to first convert the textures to .dds, so when exporting to obj the textures can be found.



I did everything you said and everything works fine but when i export the file on noesis that imports multiple .dat's to make the car it only export 1 part not the full car. i'm a complete noob on noesis but if you could help i appreciate

imported car Image

export result Image
ArthurLopes
Posts: 4
Joined: Wed Feb 21, 2018 12:11 pm

Re: [PC] Burnout Paradise model file ".dat"

Post by ArthurLopes »

nevermind i pressed F2 until it got to the last part and exported

https://i.imgur.com/MLsjJpB.jpg
DGIorio
Posts: 9
Joined: Tue Jul 18, 2017 1:23 am

Re: [PC] Burnout Paradise model file ".dat"

Post by DGIorio »

ArthurLopes wrote:nevermind i pressed F2 until it got to the last part and exported

https://i.imgur.com/MLsjJpB.jpg


Hi, I did many updates in the scripts, I forgot to come back here to update the download link. I will back home in some days, so I can put the updates here.
cyberspeed
Posts: 104
Joined: Wed Mar 23, 2016 5:11 am

Re: [PC] Burnout Paradise model file ".dat"

Post by cyberspeed »

DGIorio
Posts: 9
Joined: Tue Jul 18, 2017 1:23 am

Re: [PC] Burnout Paradise model file ".dat"

Post by DGIorio »

Hello guys!

I've been working on updates for my scripts. There were many changes like:
- 3D models are loaded faster;
- Not necessary to press F2 when going to export a model;
- Folders were renamed to the name used by the game;
- Track units models can be loaded in it all (when opened by InstanceList file);
- Vehicles models can be loaded in it all (when opened by GraphicsSpec file);
- Vehicles have bones and bone weights (damage info) applyed in the 3D model when the AT file is unpacked in the same folder as GR file. Just some export formats keep these information (like .fbx).

Here is the download link: https://drive.google.com/file/d/1GDeIjSi0n6IAtsDo6Ilf-ert8291Bngk/view

PS: avoid spaces in path names, because some export formats can't find textures when there are spaces.

Thanks for using it!
DGIorio
Posts: 9
Joined: Tue Jul 18, 2017 1:23 am

Re: [PC] Burnout Paradise model file ".dat"

Post by DGIorio »

Hi,

I did some updates since my last post here and probably I deleted the previous link.

Here is the updated version (you can download the complete one "noesisv431+DGI_Plugins"): https://drive.google.com/drive/folders/0B1NgOi5F1w1-UGpYMVgyVmFUdEk?usp=sharing
The main changes that I can remember are:
- Support for Need for Speed Hot Pursuit 2010 (PC)
- Support for Need for Speed Most Wanted 2012 (PC)
- Support for normal maps and specular maps
- Added support for normal and tangent data

I've been working on Blender addons to replace my Noesis sripts. They are working pretty well. If you want those addons just let me know.
cyberspeed
Posts: 104
Joined: Wed Mar 23, 2016 5:11 am

Re: [PC] Burnout Paradise model file ".dat"

Post by cyberspeed »

DGIorio wrote:Hi,

I did some updates since my last post here and probably I deleted the previous link.

Oh wow, never knew these existed thank you for them.

DGIorio wrote:I've been working on Blender addons to replace my Noesis sripts. They are working pretty well. If you want those addons just let me know.

Sure, can I give them a try?
Are they available?

Thank you.

Edit:
For example on a test for NFSHP PC version I get the following results towards end of the log, doesn't seem to load every asset, in the viewport they are missing, UVs are messed up for the terrain and missing textures, some terrain parts are misplaced, most roads are missing/not loading and some textures for it load some do not, etc.
TRK_UNIT0_GR.txt