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 Post subject: 3dsmed pcars 2
PostPosted: Sun Sep 24, 2017 5:28 am 
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Jackman
Jackman

Joined: Sun Sep 24, 2017 3:51 am
Posts: 1
Hello. Is it provided the possibility of importing .meb from pcars 2 because it gives an error size unknown;
thank you

Image


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 Post subject: Re: 3dsmed pcars 2
PostPosted: Wed Sep 27, 2017 7:13 am 
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Jackman
Jackman

Joined: Thu Mar 14, 2013 9:51 am
Posts: 6
bird wrote:
Hello. Is it provided the possibility of importing .meb from pcars 2 because it gives an error size unknown;
thank you

Image


Yep same as me, Dave will you update .med import??


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 Post subject: Re: 3dsmed pcars 2
PostPosted: Sat Sep 30, 2017 1:24 pm 
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Jackman
Jackman

Joined: Thu Mar 14, 2013 9:51 am
Posts: 6
Dave this info could be useful for ... maybe....

Wrote by aluigi


Quote:
I just checked the file LAM_HURA_16_BODY_LODA.meb and the difference
is that 4 bytes every 12 bytes are obfuscated in some way.
What I mean is easily visible by using xoring the original file with
the new one and watching the obtained file with a hex editor.

This sort of obfuscation covers only a part of the meb file so it's
applied to specific data of this format and note to the whole file
as-is.

I don't know what obfuscation is used, but there are a lot of 0xaa
bytes when you xor the 2 files.
Considering that it's a list of 32bit float numbers (X axis of
XYZ coordinates of something?) it may be just a float-related math
operation used as obfuscation, for example:
1.583825246319139e-314 -> 3.458537934047377e-315


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 Post subject: Re: 3dsmed pcars 2
PostPosted: Sat Sep 30, 2017 1:46 pm 
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Jackman
Jackman

Joined: Sat Sep 30, 2017 12:05 pm
Posts: 1
Please update for Pcars 2 Dave...Thanks in advance :wink:


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 Post subject: Re: 3dsmed pcars 2
PostPosted: Tue Oct 03, 2017 4:07 am 
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Tirechanger
Tirechanger

Joined: Tue Jun 24, 2014 11:06 am
Posts: 37
Yes it would be nice to have but i believe they have changed the encryption (well thats what they said they would do) on the models to stop exporting. They did say it would support the old stile files to for modding. But who really knows.

Cheers,
DrDoomsLab.


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 Post subject: Re: 3dsmed pcars 2
PostPosted: Fri Oct 06, 2017 11:41 am 
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US Pits Crew
US Pits Crew

Joined: Thu Sep 01, 2005 9:58 am
Posts: 1271
Location: Barnet, London
I have PC2 but there is definitely a problem with the x coordinates, I presume they are scrambled in some way.

I also notice that Aluigi has the filename "LAM_HURA_16_BODY_LODA" whereas I only ever get numbers in the filenames which is a really big pain.

Cheers!

Dave N.


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 Post subject: Re: 3dsmed pcars 2
PostPosted: Sat Oct 07, 2017 6:50 am 
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Jackman
Jackman
User avatar

Joined: Thu Jul 09, 2015 8:17 pm
Posts: 14
Location: Russia, Taganrog City
Dave Noonan wrote:
I have PC2 but there is definitely a problem with the x coordinates, I presume they are scrambled in some way.

Did you see my post at ZenHax?
Shaders doesn't contain any clues?

Quote:
I also notice that Aluigi has the filename "LAM_HURA_16_BODY_LODA" whereas I only ever get numbers in the filenames which is a really big pain.

Renaming is not a big prombem:
MEB contain filename (i guess) inside of file, starting from 08h.

BMT have endings like:
GENERIC_CARBON_FLAT (null bytes) Render\Shaders\bodywork_carbon_cpit.fx (null bytes) Bodywork (null bytes) EBFCT_ANTICLOCKWISE
ACURA_NSX_17_LIGHTS (null bytes) Render\Shaders\vehicles_basic.fx (null bytes) VehicleBasic (null bytes) EBFCT_ANTICLOCKWISE
ACURA_NSX_17_INTERIOR (null bytes) Render\Shaders\vehicles_basic.fx (null bytes) VehicleBasic (null bytes) EBFCT_ANTICLOCKWISE
GENERIC_CARBON_FLAT, ACURA_NSX_17_LIGHTS, ACURA_NSX_17_INTERIOR - looks like a good choice for automatic rename.

XML and RCF have node names.

DDS can be a problem, because they have standard headers but contains data with modern compression and have identical file size for diffuse and normal maps (header is identical too).
But if we lucky, they can be arranged as before packing (alphabetically) and can be renamed accordingly, maybe semi-automated, maybe i do a batch file for renaming - not so big problem.

But all this is useless before someone's got a key to obfuskation.


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 Post subject: Re: 3dsmed pcars 2
PostPosted: Sun Oct 08, 2017 12:20 pm 
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US Pits Crew
US Pits Crew

Joined: Thu Sep 01, 2005 9:58 am
Posts: 1271
Location: Barnet, London
I agree with what you are saying but the effort to get the right materials will be a waste of time unless we get around the texture map naming problem, we cannot even make a clever guess as to which texture to use with each material.
This means I have to leave the objects with solid shading.

Cheers!

Dave N.

Andrakann wrote:
Dave Noonan wrote:
I have PC2 but there is definitely a problem with the x coordinates, I presume they are scrambled in some way.

Did you see my post at ZenHax?
Shaders doesn't contain any clues?

Quote:
I also notice that Aluigi has the filename "LAM_HURA_16_BODY_LODA" whereas I only ever get numbers in the filenames which is a really big pain.

Renaming is not a big prombem:
MEB contain filename (i guess) inside of file, starting from 08h.

BMT have endings like:
GENERIC_CARBON_FLAT (null bytes) Render\Shaders\bodywork_carbon_cpit.fx (null bytes) Bodywork (null bytes) EBFCT_ANTICLOCKWISE
ACURA_NSX_17_LIGHTS (null bytes) Render\Shaders\vehicles_basic.fx (null bytes) VehicleBasic (null bytes) EBFCT_ANTICLOCKWISE
ACURA_NSX_17_INTERIOR (null bytes) Render\Shaders\vehicles_basic.fx (null bytes) VehicleBasic (null bytes) EBFCT_ANTICLOCKWISE
GENERIC_CARBON_FLAT, ACURA_NSX_17_LIGHTS, ACURA_NSX_17_INTERIOR - looks like a good choice for automatic rename.

XML and RCF have node names.

DDS can be a problem, because they have standard headers but contains data with modern compression and have identical file size for diffuse and normal maps (header is identical too).
But if we lucky, they can be arranged as before packing (alphabetically) and can be renamed accordingly, maybe semi-automated, maybe i do a batch file for renaming - not so big problem.

But all this is useless before someone's got a key to obfuskation.


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 Post subject: Re: 3dsmed pcars 2
PostPosted: Thu Oct 12, 2017 6:31 pm 
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Tirechanger
Tirechanger

Joined: Tue Jun 24, 2014 11:06 am
Posts: 37
Yes the textures/mats are a pain but thats how it was with pcars1. I did manage to make up a load of texture names for general textures from pcars1 but it took a lot of time as i was manually trying them out and then deciding if it was right. Worked well in the end. Anyways let us know how you get on.

Cheers.
DrDoomsLab.


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