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Guki

InitialD Stage Zero Arcade

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Hey folks,

 

i started to convert the cars from the arcade game InitialD Stage Zero, mainly because of the top secret supra (check out the research here https://forum.xentax.com/viewtopic.php?f=16&t=14024&start=30 )

Supra

https://imgur.com/a/kogs9ur

Zelda Try Force

https://imgur.com/a/lj5ABHR

 

once i finished the supra, i was looking at some of the other cars - and im pretty interested in most of the bodykits and wheels they have created.

many licensed aftermarked stuff from Amuse, C-One, Halfway, Varis, TRD, Trial, C-West, 5Zigen, Tommy Kaira, Tom's, Chargespeed - the list goes on and on

 

@White Charisma i saw on your album that you are working on these cars too

 

i am asking for someone who could either fix up the script - or help me convert those messy files mesh by mesh

 

https://www.mediafire.com/#ps6omiuv1og0p

 

 

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@Guki, wow, this is great!! Can you upload the Supra? I want to rework and smooth the body.

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oh boy, this works awesome - thanks a ton!

 

i think on some meshes are is simply no propper mapping - doing it with hex2obj - the only meshes with mapping (grill badges and so on) use the fvf size 36 - if that helps you

 

the format is driving me crazy :D

 

fixing the material and the position of driver and exhaust is a no brainer in 3ds max :D

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Thanks for sharing this info! As mentioned there is so much cool stuff in this game.

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Awesome! Any plans on ripping the whole game or just out of interest for the Cars you are interested in? I'd love to get my hands on the models, even without UVmapping or textures or anything. Specially the Mazdaspeed Miata, the Amemiya Rx7 and the Fujita Rx7.

Edited by PhantmZero

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white carismas script can open all cars with the correct uv mappings - a bunch of files are causing errors - i converted them with hex2obj

 

https://imgur.com/a/SmojdRC

 

his script supports some of the tracks but not all - ripping those by hand would be crazy since there are way to many submeshes

 

i also noticed - the earlier games (stage 6. 8 ) also had 3d models of the characters - perfect for driver models 😄

01_02.png

 

if there is anyone with some advanced python skills to help white carisma completing the script - a full rip of the game would be possible

 

 

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@Guki would you mind sharing the few parts that give errors with the script? The hex2obj is kinda beyond my understanding.

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http://www.mediafire.com/file/o9rq0lj2pzq3v5p/InitD.rar/file

 

sure, here are 4 files that caused errors - any other car file can be found on my first post btw.

 

another thing is, the texture export sometimes crashes, i attached the gc8s5 textures.efo too - the script can load 40 of the 113 textures in there

maybe disable the texture import when importing the mesh files at all would fix the problem on the tracks since they are all packed in one efo - mesh and texture

 

extracting the textures anyway - blackracer on xentax posted the tool x-ripper - which can browse through files searching for a bunch of types

http://www.zeus-software.com/downloads/xripper

 

it will extract the textures correct - but no file names tho

 

 

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Thank you kindly! 🙂

 

EDIT: I kinda meant the converted ones, but the coordinates work too haha. Thanks!

I've got all the files, just the whole finding the actual data with hex2obj is beyond my (current) understanding.

Edited by Djiel

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On 2/10/2020 at 8:22 AM, White Charisma said:

I wrote a python script for Noesis (i'm still a beginner to python though).

 

http://www.mediafire.com/file/tfvta11czvmh37u/fmt_InitialDArcadeStage.py/file

 

However there are problems like the first mesh will always have the wrong material, somes meshes doesn't have UV or normals (it's a thing from the .efo format) and you will have to fix manually the obj by replacing the #QNAN with 0 in a hex editor otherwise Blender won't be able to import it.

There is also one thing that I haven't finished to do is importing the skeleton (the exhaust need it for the position).

For the material, it's the folder COLOR who contains the informations.

It's really a weird format since the organisation of the mesh name, the material, the vertex and face buffer is bad. I don't think I will be able to finish this script properly.

PS : Don't try to export the SHOP_MODEL folder, it use a older format that is not supported.

Hi,

 

I may be able to help you with the script.  I took some classes in python, java, and c#.  I have college instructors who have worked in silicon valley for companies such as microsoft and google.  Now they're retired and just trying to make chump change by teaching at the local university.  I also have an acquaintance that is a programmer for google.  

According to the error that spits out, line 647, 75, and 126 are having issues.

If you could comment these sections and also comment what they refer to, I can try to get my instructor and acquaintance to look at them.  I will also take a look at them too.  We can at least take a step in the right direction.

 

Let me know.

Thanks 

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hey there,

 

i was messing around with the script and was trying to understand why it sends out errors

@White Charisma

you wrote something about that the first mesh wont recieve any material

on line 126 which sends out an error "material index list out of range"

 

image.png.4cfc5081c051127867ef1fc4566915c6.png


122        for i in range(ShapeNumber):
123            print("#############START LOOP#############")
124            flag = bs.readUShort()
125            if flag == 5:
126                rapi.rpgSetMaterial(Material)
127                print("Material : " + str(Material))
128                print(self.FirstMaterialList)
129                print(self.FirstMaterialList.pop(0))
130            self.Flag(bs, flag)
131        #self.loadSkeleton(bs)

 

i removed the line 128 and 129 to see what happens - now the script is able to import the tracks and somehow the errors at line 75 and 647 wont appear 😄

 

this will mess up the materials assignment on most of the objects, but the mapping of the surrounding seems to be correct ... only the roadmeshes are mapped wrong (on lightmap uv?)

 

the only track that is broken so far is tsubaki line - game version 2.20 only

 

Usui Pass

image.png.093863e8c14de3e2128fa49899dc6c54.png

image.png.768d00ff5be24264c959fa3cf074c2ed.png

 

 

 

 

 

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the only stagezero track that can not be imported is hakone day and night ... but thats only because noesis (32bit) is running out of memory (limited to 4gb) ... i cant find a 64bit version of this tool

 

also checked the earlier games but the files are compressed ... nezarn found a way to decompress those files ... but sadly he dropped his tool a few months ago 😞

https://zenhax.com/viewtopic.php?f=9&t=7582&p=50767#p50767

 

now i am looking at the characters (uncompressed)

 

would be awesome if someone can help me out here again - i am thinking about porting translating and remodeling this game to unreal engine 😄

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On 6/22/2020 at 5:31 PM, Guki said:

the only stagezero track that can not be imported is hakone day and night ... but thats only because noesis (32bit) is running out of memory (limited to 4gb) ... i cant find a 64bit version of this tool

 

also checked the earlier games but the files are compressed ... nezarn found a way to decompress those files ... but sadly he dropped his tool a few months ago 😞

https://zenhax.com/viewtopic.php?f=9&t=7582&p=50767#p50767

 

now i am looking at the characters (uncompressed)

 

would be awesome if someone can help me out here again - i am thinking about porting translating and remodeling this game to unreal engine 😄

Here you have a link with the Nezarn IDAS tool and a link with the character models without compression.

 

IDAS Modding Tools:

https://mega.nz/file/QXZGTCCL#3QVmyarObIR8zqYMrNUMVa_aZajUqlogXEc_MJixnpg

Character Models:

https://mega.nz/file/5PIwgQpC#5U-FPkW6NdFCKrguKy8mss2YT8vBaN9Dm62vj4RDTWM

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You wouldn't happen to have the model for the Evo 3, would you?

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Is it possible to upload those tracks in obj format with textures?

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3 hours ago, Guki said:

@SrFacundo i may upload all cars soon here, still need to check a few things

That would be awesome!

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would be very awesome if someone could take a look at the character files

 

since they are rigged and are using a skeleton - no script could import them - so they need to be converted manually with hex2obj

 

or someone is able to rewrite the script to import them with noesis - the mesh data seems to be the same as cars and tracks - just need to "ignore" the skeletal data

 

 

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В 7/24/2020 в 1:31 PM, Guki сказал:

@SrFacundo i may upload all cars soon here, still need to check a few things

i second that im actualy working on a mod pack for assetto

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any chance to download the 3d character model please 😅😅😅😅

 

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not yet, since the charcter files cant be imported at all

 

they need to be converted/calculated with hex2obj - which takes a lot of time

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Noesis export model missing material...

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