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Posted: Mon Sep 13, 2010 3:19 am
by Deanna_Troi
Looking sweet and goody thus far, great to see you finally able to convert these to MM2 (Fact: MM2 and MC1 use the same game engine, so to me, I think that's why the cars and the new york track are convertable easily).... :D

Posted: Mon Sep 13, 2010 8:30 am
by RacingFreak
Here is va_parkingcop_lights.tga texture.
https://www.megaupload.com/?d=V7KVQUYS

I found a way to get correct texture.
After checking header information from https://wiki.mmarchive.com/wiki/Modding:TEX I have found that texture types 15 (P4_MC) and 16 (PA4_MC) have same description, so I've changed in hex editor 15 (0x0f) to 16 (0x10) and run mcTex.exe.
Original Texture have 0x0f in the header, offset 4.
Thank you a lot! The Hex edit was the thing needed all that time! 8O

PS
Can you say, what program did you used to do it? Since I`m not too good at programing (even if it`s simple!:oops:), I`m simply having old copy of Visual Basic pack for Win98.

PPS
I need to try it on following textures:
vp_decal - ranging from blitz to zender;
vp_minivan_grill;
vp_ferrari_c;
va_suvsmall_takeahike;
va_taxi_checker;
va_trucksmall_mudgard;
vehicleshadow;
vp_camaro_bumper;
vp_coopergrill;
vp_license;
vp_mitsu_decal_baptor;
vp_mitsu_decal_signal;
vp_mitsu_moffle;
vp_mitsu_moffle_side;
vp_mitsu_mofflec;
vpa_shadow;
...
That`s all. And if I will need to re-make New York City and London, I`ll need a bunch of another textures, which is not a very easy :?

Posted: Mon Sep 13, 2010 9:12 am
by Volky
First hex-editor in google xvi32 2.51.
https://www.chmaas.handshake.de/delphi/f ... m#download

List of all tex files with type = 0x0f in header from common.dat archive.
amanface.tex
amanface2.tex
awomface.tex
awomface2.tex
bmanface.tex
bmanface2.tex
bmanface3.tex
bmanface4.tex
bmanface5.tex
buckle.tex
bum.tex
bwomface.tex
bwomface2.tex
bwomface3.tex
casual2_head.tex
casual3_head.tex
casualhead_black2.tex
cell_frame_corner.tex
cell_frame_side.tex
cell_frame_top.tex
c_xsign_ch1.tex
drv_cesar.tex
drv_leroy_eyes.tex
drv_leroy_mouth.tex
drv_player_eyes.tex
f_xbrick_old01_m.tex
g-string.tex
hdm.tex
help.tex
help2.tex
homeless_face.tex
manface.tex
manface2.tex
manface3.tex
manface4.tex
mcblue.tex
nyarm_crest.tex
nybadge.tex
nyblue.tex
nyhat_badge.tex
sickman.tex
skirt.tex
s_gravestone.tex
tattoo.tex
tattoo2.tex
tattoo3.tex
underwear.tex
va_minivan_grill.tex
va_parkingcop_lights.tex
va_taxi_checker.tex
va_trucksmall_mudgard.tex
vp_camaro_bumper.tex
vp_coopergrill.tex
vp_ferrari_c.tex
vp_license.tex
vp_mitsu_moffle.tex
vp_mitsu_mofflec.tex
vp_mitsu_moffle_side.tex

Posted: Mon Sep 13, 2010 10:06 am
by RacingFreak
Yes, that`s exactly textures needed (decals are not that needed.) could you export them properly?
Thanks in advance, this can help me A LOT from a texture side (had known problems, cause an empty mesh and untextured is not a car for me).

PS
Another traffic vehicles has been extracted properly, aswell as the taxis. I cannot gurantee when it is going to be completed, but I`m guessing, it will be in few days.

EDIT:
The taxi`s safehouse!
Image
Image
Image
Image
Image
Seems to be alright, but! Minivan needs grill texture and checker (va_minivan_grill and va_taxi_checker), aswell as the taxis needs to find a texture (for the big sign at top).

Posted: Mon Sep 13, 2010 10:44 am
by Volky

Posted: Mon Sep 13, 2010 10:55 am
by RacingFreak
Thanks Volky! Seems like I would never do even a hot start on that project, without you! :D
I seriously need to release that pack these days, so I`ll do it, don`t worry :wink:

Posted: Mon Sep 13, 2010 7:28 pm
by mm2star
Nice Job so far. Are there damage textures? By the way, the posts are so complicated. 8O

Posted: Mon Sep 13, 2010 7:29 pm
by Sido
Nice work dude 8O

Posted: Mon Sep 13, 2010 7:51 pm
by RacingFreak
Are there damage textures?
Thank you. Well, Midnight Club`s cars seems to be using "BODYDAMAGE" model, instead of texture damage. Unfortunately, seems like MM2 doesn`t hangle "BODYDAMAGE". Due to that fact then, they`ll not have texture damage :?

I`ll release (hope so!) an exclusive (beta release) pack of few cars from MC, these days - next week. Stay tuned for news! 8)

Posted: Mon Sep 13, 2010 9:05 pm
by aaro4130
Dude, this has already been done, but Nice work!

Posted: Tue Sep 14, 2010 8:28 am
by RacingFreak
Dude, this has already been done, but Nice work!
In the New York mod from 2005-2006? No. It was NEVER done with original car meshes.
Also did that mod included player vehicles? No, and as I`m converting Class A vehicles now, it`s possible to be released very soon 8)

Posted: Tue Sep 14, 2010 9:10 am
by Kunal2045
Dude I am getting to love you. THANKS FOR MAKING THESE TRAFFIC MODS!

Um, is this for SF and London?

Posted: Tue Sep 14, 2010 9:40 am
by RacingFreak
Dude I am getting to love you. THANKS FOR MAKING THESE TRAFFIC MODS!

Um, is this for SF and London?
Lol, thank you.

At first I`m stuck with converting player vehicles (no ingame shots yet), and then will make a traffic mod for SF and London (why not and new menus?). Don`t worry, Volky helped me a lot with the textures and now cars seems to be alright 8)

PS
Here`s how the Camaro Class A looks:
Image

EDIT:
Finally get it in-game!
Image
Image
But, seems like has some problems, as shown on the pictures, the red tailights dissapeared, and wheels has some ussies.
Hopefully I`ll try to fix them :)

EDIT2:
Zender is under convertion :P
I`m near finishing it!

Posted: Tue Sep 14, 2010 6:54 pm
by sajmon14
Nice progress, I remember Zender from some unused MC2 files.

Posted: Tue Sep 14, 2010 7:23 pm
by Franch88
Nice looking car. Good model and interiors, it's ok as player car; instead, lower detailed models without interiors are the best for traffic mods. Make sure to assing only one material with its texture for the red tail lights objects.