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:/ Model format?
 
#1 03-08-2008, 21:22:03 PM
Has anyone reverse engineered the model format at all? I would like to import the truck models into Blender and make them more winner. (More detail)

The model contains stuff like this:

Code: [Select]
[ObjectBegin]
Name= Sun_W1
CentralPoint= 48.6504 7.8130 61.9050
Verts= 47
46.4856 14.8538 59.2545
46.4937 7.8130 61.9050
46.4856 15.0670 63.8992
46.4856 12.5095 67.7821
46.4856 8.1580 69.4202
46.4856 3.6748 68.1877
46.4856 0.7722 64.5554
46.4856 0.5590 59.9107
46.4856 3.1166 56.0278
46.4856 7.4680 54.3897
.... (More numbers, which seem to be coords for each vertex)
Faces= 76
3    2    0    1 truck2_sunrise      0.872048914433 -0.001953125000 0.951589345932 -0.034858047962 0.859863400459 -0.137695074081
3    3    2    1 truck2_sunrise      0.787853777409 -0.020897090435 0.872048914433 -0.001953125000 0.859863400459 -0.137695074081
3    4    3    1 truck2_sunrise      0.731164097786 -0.084453880787 0.787853777409 -0.020897090435 0.859863400459 -0.137695074081
3    5    4    1 truck2_sunrise      0.723632812500 -0.168347179890 0.731164097786 -0.084453880787 0.859863400459 -0.137695074081
3    6    5    1 truck2_sunrise      0.768137633801 -0.240532696247 0.723632812500 -0.168347179890 0.859863400459 -0.137695074081
3    7    6    1 truck2_sunrise      0.847678124905 -0.273437500000 0.768137633801 -0.240532696247 0.859863400459 -0.137695074081
3    8    7    1 truck2_sunrise      0.931872904301 -0.254493355751 0.847678124905 -0.273437500000 0.859863400459 -0.137695074081
... (More coords for faces?)
[ObjectEnd]

They seem to be in an SCO format, which I can't get any info on. It may be some proprietary model format that they developed just for big rigs.


Any info?

~Conor


#2 04-08-2008, 15:32:27 PM
Ok...

I assumed that the model format was something that was used only "behind the scenes", but really, this is like the easiest model format I have seen that could have a Blender importer written...

It reminds me of the .jms model format the "Blam!" engine gaylo uses while creating in-game models before they go to it's format (.gbxmodel)

JMS also has a bunch of coords too! :D



bjorno the hedgehog
#3 06-08-2008, 20:36:13 PM
The maps are all in 5 .bmp files. height map, light map, road tex, dirt tex and grasstex maps.



 cheers m8
bjorno780 http://img444.imageshack.us/img444/2969/freesorfzl1.gif
#4 21-11-2008, 06:58:39 AM
- Last Edit: 21-11-2008, 14:36:12 PM
I managed to convert the model format of Big Rigs to something usable (MD3).

Watch the result at:


(MD3 files created from the SCO files, and played in Nexuiz, a first person shooter)

Couldn't replicate all the WINNER bugs in custom game code yet, though...

The script I wrote to convert the SCO files is contained in the PK3 archive of the map. Can Sauerbraten read MD3 too?

Placement of the models is hard, and I haven't fully figured it out yet. It SEEMS like it uses the "CentralPoint" location to trace down to the floor, and aligns the lowest plane of the model's bounding box to that trace end point.

The converted data, and the perl scripts, are at http://emptyset.endoftheinternet.org/~rpolzer/nexuiz/maps/unofficial/map-yourewinner_v1r2.pk3


#5 21-11-2008, 07:54:12 AM
I like the colour scheme you're using.


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ZIGS_ARE_WINNER
#6 21-11-2008, 08:57:07 AM
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Holy crap, that as awesome!


#7 21-11-2008, 09:51:04 AM
- Last Edit: 21-11-2008, 10:01:11 AM
I got a bit farther now, and also managed to make similar car physics. Featuring: almost vertical fast driving, unlimited reverse speed, and increasingly fast turning :)

They are in Nexuiz svn (development builds only, will be in the next release), if you do "set g_bugrigs 1" :) you may be interested in the code, you see it in svn, data/qcsrc/server/cl_physics.qc

If you just want to try it out and "feel" it, download Nexuiz, connect to the "Race over the lazy dog" server, and vote for the "yourewinner" map (console: vcall chmap yourewinner).


Skrag
#8 21-11-2008, 11:33:43 AM
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I managed to convert the model format of Big Rigs to something usable (MD3).

Watch the result at:



:belair:


Holy crap, that as awesome!

Zigs'd


O-ZONE
#9 21-11-2008, 16:34:13 PM
may the lord stell be with you! :winner:


Maraakate
#10 21-11-2008, 16:50:57 PM
Good luck and  :stamp: discovery!



 Sergey, what do you think of my :stamp: gamespot review of BR?

I think you're WINNER !

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DZ
#11 21-11-2008, 16:52:11 PM
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I'm sure he'd be interested in resuming his project if one of us were to send him an e-mail with this great news.
I tried sending a message to the address he has listed on his profile, but got a response from Gmail saying the account doesn't exist.


DZ987
#12 21-11-2008, 18:01:50 PM
I'm sure he'd be interested in resuming his project if one of us were to send him an e-mail with this great news.
I tried sending a message to the address he has listed on his profile, but got a response from Gmail saying the account doesn't exist.

o rite. I e-mailed him earlier from the forum's e-mail form (since I've forgotten the password to my e-mail account) and it didn't give confirmation that it was sent successfully (which it doesn't do anyway).

Me and him used to email each other about all of our new findings and I just tried sending him one and it said he had deleted his account.

:unhappy:





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