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Messages - modding

#1
Quote from: AJ_Lethal on Mar 28, 2022,  4:06 PM
The _N textures are the bump map textures that are applied on top of the regular texture (although in MW's case, bump maps are unused); CarToolkit does not extract the bump map texture data.
Thought _N stands for normal texture.
#2
In that txt file there is not just %_MISC but also %_MISC_N. In that mtl file that %_MISC_N seems to be mising.
#3
Quote from: AJ_Lethal on Mar 26, 2022,  7:00 AM
Quote from: modding on Mar 26, 2022,  6:18 AM
But most of texture names are wrong or incomplete.
False. In most cases (especially from vanilla models) the txt file has the correct names for textures for its intended purpose (compiling into a GEOMETRY.BIN file)[example from the M3 GTR from NFSMW]
In case you need a reminder how the material section of the txt file does work:

But there are no textures with exact the given names.
#4
Quote from: AJ_Lethal on Mar 25, 2022,  7:46 AM
Quote from: modding on Mar 25, 2022,  6:34 AM
What that txt file, created when exporting a model, should be good for?
It's basically the configuration file for compiling back into .bin files; it tells CarToolkit which materials, textures, markers and such to use when compiling the model.
But most of texture names are wrong or incomplete.
#5
What that txt file, created when exporting a model, should be good for?
#6
Quote from: AJ_Lethal on Dec 18, 2021,  6:50 PM

It's not a bug; it's a missing feature at worst.

Here's the author's website, try leaving a message in the replies or sth: https://nfs-tools.blogspot.com/
Any other way to contact him? For that blogspot.com google acount is necesary.
#7
Quote from: AJ_Lethal on Dec 17, 2021,  5:45 AM
Some textures (like CARBOTTOM) are what are known as global/generic textures; which are found in places like GLOBAL\GLOBALB.LZC or CARS\TEXTURES.BIN. You have to manually extract those to use them in your 3D editor.

Some other textures like CARSKIN or BRAKELIGHT_RIGHT, for example, aren't textures per se but "slots" of sorts for dynamically changing textures (such as body paint or brakelights, respectively). You still might have to load a placeholder texture for those in your 3D editor for stuff like UV mapping.
I see your point, but at least texture names from textures.bin which were corectly imported could also be exported corectly.

So nobody know how to fix that texture bug? Unfortunately the tool contain no reedmee file, which contains a way to contact the developer.
#8
Quote from: AJ_Lethal on Dec 16, 2021, 12:41 PM
Quote from: modding on Dec 16, 2021, 12:20 PM
I have exported the textures separatly. Why the f*** should I do all texture stuf manually? I mean it should not be so hard to export the models to fbx/obj/z3d files with corect texture names.
Because the textures a) can be anywhere and the program can't magically guess where you're exporting the textures to embed the path data in order to load them automatically b) at least in z3d export case you'll have to convert the textures to bmp/tga since it handles the ZModeler 1 format (which doesn't have DDS support)

Quote from: modding on Dec 16, 2021, 12:20 PMI mean should I gues which texture belongs to which material?
Not really, BIN meshes exported with cartookit have the texture name appended to the materials they use so you can know what texture originally came with it (so for example a part with a RUBBER material and TIRE texture will be exported with a material named RUBBER_TIRE)
The textures should be in the same folder as the model. I am using ZModeler 2 so no problems with dds format.
To show again what I mean here the example avaible with the tool:





As you can see no material or texture name coresponds to the real textures avaible in the folder.
#9
Quote from: AJ_Lethal on Dec 16, 2021, 11:55 AM

You have to export the textures separately, then load them manually for each material in the 3D editor.
I have exported the textures separatly. Why the f*** should I do all texture stuf manually? I mean it should not be so hard to export the models to fbx/obj/z3d files with corect texture names. I mean should I gues which texture belongs to which material?
Also wanted to make 1 thing clear, never said that CarToolkit should be a viewer for fbx/obj/z3d files.
#10
Quote from: AJ_Lethal on Dec 16, 2021,  5:15 AM
Toolkit only loads textures to BIN file models because the path for textures in BIN files is static (it's always in the same location as the GEOMETRY.BIN file). Other formats don't abide to that because

a) CarToolkit only loads (and exports) mesh and basic material data from fbx/obj/z3d
b) you load the geometry file first then load the textures separately; hence cartoolkit cannot tell what textures should load and apply to the mesh

CarToolkit is not meant to be a fbx/obj/z3d viewer; it's purpose is to convert from and to Black Box BIN file mesh formats.
But CarToolkit aplies right textures when I load the model from bin file. So why the f*** the exported model has no textures? In ZModeler or 3 ds Max the model has also no textures, wich makes the model useles.
#11
No, it´s fbx. I also tried z3d and when importing to ZModeler exact the same problem with textures. The advantage of ZModeler is that it gives errormesages and it looks like the developer of the too not knowing diference between material and textures.
#12
I know, this is how I do it:

Import the model


The folder with exported model and textures


Import the model back from that folder


As you see all textures mising.
#13
I have imported many NFS models with NFS-CarToolkit and everithing looks good, specialy all textures are there, but after exporting the model to fbx and reopening the fbx file all textures are mising. The same problem if I expot to z3d. Looks like obj export has the same problem. So is there a vay to export the model with worcking textures?