Midtown Madness .PKG filter

<t>Need .PKG filter for ZM2?</t>

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Total votes: 15
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RoadTrain
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Postby RoadTrain » Sun Sep 23, 2012 5:39 am

Well I'll ask Oleg for details about how this could be done.
Also Midnight Club can be supported as its format is not very different from MM2. But it's not at top atm.

Maxoff added "support for strips" to his filter. What is it and how does it affect the model? :)

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Postby RoadTrain » Thu Oct 04, 2012 4:30 am

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Well filter now natively supports loading .tex textures into the program.

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Postby dummiesboy » Thu Oct 04, 2012 2:58 pm

I just saw this topic.. and I'm impressed. ZM1 flat out doesnt work for me anymore, so switching to ZM2 would be very helpful for any future projects I may do. Thanks for doing this. :)
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Postby RacingFreak » Sun Oct 07, 2012 1:30 pm

Great work! Impressive, if you also manage to get Midnight Club / other AS games PKG's loaded that will be just perfect (although tools exist, direct import is always better than anything). Hands down!

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If you need MC and other AS games samples, just PM me :)
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Postby CarLuver69 » Wed Oct 17, 2012 7:13 am

Excellent progress! It's also awesome seeing you use my GTX as an example :D
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Postby RoadTrain » Sat Oct 27, 2012 3:47 am

It slowly progresses. (I cant spend much time on it currently)
Just wrote BOUND reading code.
Do I need to release import-only test version or wait until I write export code?

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Postby ettieapple » Sat Oct 27, 2012 12:12 pm

why not? :wink:
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Postby RacingFreak » Mon Oct 29, 2012 9:10 pm

Release it at the current state will be awesome!
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RoadTrain
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Postby RoadTrain » Tue Nov 06, 2012 6:49 pm

I need to know about paintjobs naming conventions.
Is it possible to automatically parse them? Is it needed actually?

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Postby Franch88 » Tue Nov 06, 2012 9:43 pm

Great work with everything. :)

Add automatically the paintjobs suffixes is useful and comfortable. It's already so with the Maxoff's PKG filter for ZModeler 1.07, but he hasn't done the best choice using letters than numbers. So, see to add it, and using numbers from 1 to 10, at least.
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Postby RoadTrain » Tue Nov 06, 2012 10:48 pm

Great work with everything. :)

Add automatically the paintjobs suffixes is useful and comfortable. It's already so with the Maxoff's PKG filter for ZModeler 1.07, but he hasn't done the best choice using letters than numbers. So, see to add it, and using numbers from 1 to 10, at least.
I'm afraid I did not understang the whole thing, but let me explain what I meant.

I suppose you know about the following well, but I'll explain anyways.
When you export with Maxoff's filter you specify paintjobs in export dialog. In your material editor there are only, say, 5 materials before exporting. You choose suffix - substring which will identify different paintjobs. And you specify other substrings which will replace this suffix in original materials. And these 5 materials result in 5*numOfPaintjobs shaders.

In PKG there is no any information about these suffixes: only number of paintjobs, shaders per paintjobs and sequence of these shaders. You can give materials virtually any illogical names, it'll work if they point to existing textures.

The point is that when you export, all information about these suffixes is lost. My question is how to recover it and is it worth it?

It's a bit messy explanation but I hope you understood. :D

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Postby Franch88 » Tue Nov 06, 2012 11:36 pm

The suffix replacing is necessary only for the ZModeler's filter for the creating of the vehicle type .pkg file with the multiple paintjobs. In the PKG format there isn't anything about them, indeed, there are instead only those info that you say, which are the ones required for the PKG format. So, isn't necessary recover suffixes info for the PKG format, they're not needed for it.
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Postby RoadTrain » Wed Nov 07, 2012 12:33 am

The suffix replacing is necessary only for the ZModeler's filter for the creating of the vehicle type .pkg file with the multiple paintjobs. In the PKG format there isn't anything about them, indeed, there are instead only those info that you say, which are the ones required for the PKG format. So, isn't necessary recover suffixes info for the PKG format, they're not needed for it.
Thanks, thats quite what I expected to hear :)

I just spent several hours fixing .tex reading. Either mm2wiki or TGA specification lies about color order. I almost fixed it so textures appear as intended. :)

BOUND reading is almost done as well, so import is almost ready.

ALMOST. :D

Alpha version is at my dropbox
https://dl.dropbox.com/u/107812589/Game ... dness2.zmf

It requires ZModeler 2.5.5. Not 2.2.6, because it's the latest version SDK is available for.

Check if interested. :P

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Postby aaro4130 » Wed Nov 07, 2012 1:00 am

@RoadTrain, also update the topic on ZM Forums, Oleg may want source code for even ZM3 :P. He said "game is old and outdated" and never said anything else. We'll show him XD

Downloading it now :)
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Postby RoadTrain » Wed Nov 07, 2012 8:57 am

@RoadTrain, also update the topic on ZM Forums, Oleg may want source code for even ZM3 :P. He said "game is old and outdated" and never said anything else. We'll show him XD

Downloading it now :)
I'll contact Oleg later on the topic. There are still significant challenges, so I think it's premature. :)

If anyone is experiencing crashes on ZM exit, let me know. I suppose I messed with memory allocation somewhere.