yes --- Post updated --- I never really thought about how much ram it uses when joining every object but this is wild and it's still climbing --- Post updated --- I never really thought about how much ram it uses xhen joining every object but this is wild
Worst case scenario i put nfsmw on hold and instead i can do Burnout Paradise Remastered map or NFSHP2010 map
the real challenge is to be able to unpack the game files EA always uses proprietary file format that needs to be retro- engineered, and since XeNTaX is closing if it isn't archived on the wayback machine chances of it being possible is close to 0 --- Post updated --- I proposed these two game because i have access to the needed tool and i'm pretty sure they work
Gotcha, no worries lol. I looked into ripping the Rivals map myself as a fun experiment, but couldn't figure out how to even start the process lol.
Since xentax and zenhax are basically dead a new forum opened to replace them reshax.com you can try asking but i'll dig into it myself anyway
i may have figured out my texture problem. i know nothing about blender, but the objects that exports without textures are actually using a mix of multiple texture. so from what i understand i need to unwrap the texture to get something usable? it's 4am for me so i'll see tomorrow
if you haven't released it yet, please change WIP beta released to WIP UPD sorry, i'm lazy enought to notice that you posted it --- Post updated --- oh, actually i tought the expert model will not be to optimized
Managed to get the Hughes Park version working. It just needed referencing the correct path for the .dae file. Otherwise, I would get a nice "NO MESH" model after looking around for the reason why the terrain wasn't loading in the world editor. If anyone is interested, drop the "main.materials.json" file on the following path in the ZIP file: levels\NFSMW2013\art\map\trw
I think i found out why textures are not exporting correctly. If i really find out how to fix it i'll release the part of the map i've already released but with all the textures on christmas.
Ok so the problem is that nfsmw materials uses blender shader nodes so i need to bake the materials to a textures before exporting. Now my problem is that i tried following tutorials but i wasn't able to bake the materials to a textures (skill issue), but even if i did there is a crazy amount of materials so i need a way to bake a lot of materials at once (currently there is 925 materials). --- Post updated --- NFSMW use .BNDL files, to import them i use DGIorio blender addon, and DGIorio is followed by car_killer on github. What a coincidence --- Post updated --- If anybody want to try baking the textures themself here is a small sample. Before you export to .dae you need to join all the objects into one (CTRL + J) then go to file>external data>unpack ressources>use files in current directory (create when necessary). --- Post updated --- .7z files are not allowed so i added .zip at the end please rename it to TRK_UNIT160.7z or it might not work
I feel so stupid struggling for so long trying to bake materials correctly, but it works. I "just" need to make an addon to bake the materials automatically, but at least i know that it's possible.
https://www.beamng.com/threads/fairhaven-usa-a-need-for-speed-most-wanted-2012-port.96401/ https://www.beamng.com/threads/need-for-speed-most-wanted-rockport-with-rosewood-2005.80038/