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Found 2 results

  1. I am currently strugling to convert Pcars 2 .meb files. I have usde the search but have not found any help as to how you can convert .meb files. The spesific model i want to convert is also not in the Pcars 2 thread. Help would be much appreciated https://drive.google.com/file/d/1P3iqMAR4vKm9WIgLHjrnOsS3cGrB058p/view?usp=sharing
  2. Hello everyone! While preparing the models from the Need for Speed games on the Frostbite engine, I noticed one interesting problem (or peculiarity). Most likely, this feature is related to the Frosty Editor, but since my call was ignored in their Discord server, I will create a topic here - perhaps some of you know the solution. What is the point: If you export models in Autodesk FBX format, then after importing such a file into 3ds Max, there are no UV channels in it. Generally. Instead of the data that should be contained in the UV channels, 3ds Max only displays the automatically generated projection (as if a modifier was applied to remove the UV data before reading the UV data). This has been tested on different versions of 3ds Max, from 2015 to 2022 - the result is the same. Moreover, if you import such an FBX file into Blender, all UV channels are present, their contents are displayed correctly and you can work with it. Exporting from Blender back to 3ds Max has no effect. Perhaps, unfortunately, and perhaps fortunately, I only work in 3ds Max, so the option to migrate from 3ds Max to Blender is not possible. Also, according to my friend, there are no problems when importing a model into Maya with UV channels. I thought that the reason was in the content of the FBX file, I tried to do reverse engineering analysis, but it was unsuccessful. Yes, of course, you can export models in the OBJ format, but then only the first UV-channel from all the initially available ones will be available to us, since the OBJ format cannot save more than one channel. For most textures this is enough, but if someone suddenly wants to apply multi-channel textures, or simultaneously apply livery, dirt and scratches to the body, you will have to create UVs manually. Can any of you help me with this? This applies to models from all the latest Need for Speed games on this engine. Until this problem is resolved, it makes no sense to publish models from NFS 2015 / Payback / Heat, since these will be incomplete releases with unresolved problems.
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