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NFS-CarToolkit model export problem

Started by modding, Dec 15, 2021, 9:59 AM

Aftrmrket Exotics

Quote from: AJ_Lethal on Dec 18, 2021,  6:50 PM
Quote from: modding on Dec 17, 2021,  6:53 AM
So nobody know how to fix that texture bug? Unfortunately the tool contain no reedmee file, which contains a way to contact the developer.
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/

Tbh, I don't think he is active anymore.

modding

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.

modding

What that txt file, created when exporting a model, should be good for?

AJ_Lethal

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.

modding

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.

AJ_Lethal

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:

modding

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.

AJ_Lethal

#22
Quote from: modding on Mar 26, 2022,  5:26 PM
But there are no textures with exact the given names.
*sigh*

Alright, I looked at the mtl file since something in your previous posts caught my eye. And well, it happens there's a workaround for the minor inconvenience you're agonizingly bellyaching over:
1- Open the mtl file in Notepad and look for the map_kds that begin with  %_


2- Press Ctrl+R to open the Search and Replace dialog and replace all the instances of % with the car's XNAME


3-Save the file. Now when you import the obj file in your editor, textures will load automatically

modding

In that txt file there is not just %_MISC but also %_MISC_N. In that mtl file that %_MISC_N seems to be mising.

AJ_Lethal

Quote from: modding on Mar 28, 2022,  2:48 PM
In that txt file there is not just %_MISC but also %_MISC_N. In that mtl file that %_MISC_N seems to be mising.
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.

modding

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.