• Porting From Nail'd?
    15 replies, posted
So I recently tried this game out and it's pretty decent. I like the vehicle models and I'm trying to see if it's possible to get them in to 3DS Max or something. So far I've had good results with accessing the data files. The game uses .pak archives which Winrar can open (like with the Crysis games) and the textures for the models are in DDS format. So extracting and porting textures are not the issue. It's the models I need to figure out. I also found a ".msh" and ".skn" file. I'm guessing .msh is for meshes and .skn is for the skeletal system or something. I just don't know what programs or plugins might support these formats. Anyone have any clues about this? I guess I could just try using 3D Ripper but I rarely have successful results with that program. I don't even know if the game will work with it.
I looked around about this, with no luck, There isn't much popularity over extracting from this game it seems. Your best bet is to rip it with ripper, best you can. Or 3dvida
I figured as much. I'll have at it then.
League of legends uses .Skn as the models and a skl file for the skeleton I found an skn to obj model converter the other day if i can find it again i will post a link to it for you to see if it helps getting the models to a usable format Here is the link to the converter: [url]http://www.mediafire.com/?2j77zdov6bd262l[/url] to use extract the exe to the desktop or someplace easy to find and drag the skn file you wish to convert on to the program. the new obj with appear in the folder you just dragged the skn from
I'm pretty sure that the formats that LoL uses are different. The extensions might be the same but the...coding...or whatever the hell you would call it is probably entirely different. I'll give it a try at least. [editline]6th January 2011[/editline] Yeah it doesn't work. It gets stuck on "parsing" the file then crashes, which probably just means it's not the proper format. This tool is still useful at least since I play LoL. :D
Sorry it was worth A try though
3D Ripper DX works but it's a pain in the ass to do it. I tried ripping from the "garage" menu where you customize your driver and your vehicle, but all I got in 3DS Max was a big dome model with some kind of box inside it. The vehicle model didn't get ripped. The only way to rip the vehicle models is by loading a track and doing it before the race actually starts. It takes a long ass time to rip a single frame though, because I have to rip a large portion of the track along with it, not to mention a plethora of textures. I don't want to have to do this for every different vehicle part. It would take far too long. [editline]6th January 2011[/editline] Oh wait, I figured out the issue. The scale was just whacked so I couldn't see the models until I scaled them up (or down if they were gigantic). Here's a little preview of what I've got so far: [img_thumb]http://filesmelt.com/dl/naild_bike.jpg[/img_thumb] It's rotated a bit on the z axis but other than that it's pretty much symmetrical. I need to extract the textures manually though since the quality of the ones that are ripped sucks. And because I just [I]had[/I] to... [img_thumb]http://filesmelt.com/dl/naild_driver_female.jpg[/img_thumb] The character model normally has a helmet, but I removed it and was surprised to see a full head with hair. Might be able to set no helmet in the game or something, I don't really know. I extracted the textures for this model manually, so they're better quality. The game uses a mask for coloring and such, so that's why the clothing is mute. Same goes for the bike model.
You can find some nice motorcycles in Nail'd, so it's really worth porting.
Why did I get rated artistic? I didn't make any of that...
Its because of the girl that you have thats why the artistics are there.
I get the joke but it still makes no sense. That rating should be reserved for people who post their own artistic work. The character models really aren't impressive anyway. The vehicles are nice but I think 3D Ripper did a haphazard job of ripping them. The springs on the shocks are bumpy rather than smooth and the treads on the tires seem a bit off. I might try and port the bike I ripped, but I [I]really[/I] suck at making collision hulls so it might not work out. If anyone wants me to send them the content feel free to PM me.
If you want I can make the collision model for you. I would also try to animate it and see if I could get it to work at a drivable vehicle in Gmod if possible. Also, would you mind if I ask you to rip one of the ATVs? That would be amazing.
Already ripped an ATV. I just need to extract all the materials. I didn't write down which parts I had selected on the vehicles when I ripped them so you'll have to cycle through all the textures until you get the right one. Shouldn't be too hard though. I'll include all the different paint jobs as well in case you want to do multiple skins or something. I'll pm you a download once it's uploaded to my dropbox account. As a side note, this game doesn't appear to have any sort of specular maps. They have "shine" maps, which are probably just glossiness maps like in UE3. I think if you desaturate them they might serve as somewhat decent specular maps (or as phong exponent maps), but the diffuse maps are all pretty much grayscale to begin with. If you planned on doing any shader work, the best you can get is normal maps unless you feel like making your own specular/phong stuff. Lastly, what version of 3DS Max do you use? I have 2011 so I don't think I send the .max scene files unless you use the same version as me. I can export them to 3DS if you want.
[QUOTE=nubblecakes;27247586]3D Ripper DX works but it's a pain in the ass to do it. I tried ripping from the "garage" menu where you customize your driver and your vehicle, but all I got in 3DS Max was a big dome model with some kind of box inside it. The vehicle model didn't get ripped. The only way to rip the vehicle models is by loading a track and doing it before the race actually starts. It takes a long ass time to rip a single frame though, because I have to rip a large portion of the track along with it, not to mention a plethora of textures. I don't want to have to do this for every different vehicle part. It would take far too long. [editline]6th January 2011[/editline] Oh wait, I figured out the issue. The scale was just whacked so I couldn't see the models until I scaled them up (or down if they were gigantic). Here's a little preview of what I've got so far: [img_thumb]http://filesmelt.com/dl/naild_bike.jpg[/img_thumb] It's rotated a bit on the z axis but other than that it's pretty much symmetrical. I need to extract the textures manually though since the quality of the ones that are ripped sucks. And because I just [I]had[/I] to... [img_thumb]http://filesmelt.com/dl/naild_driver_female.jpg[/img_thumb] The character model normally has a helmet, but I removed it and was surprised to see a full head with hair. Might be able to set no helmet in the game or something, I don't really know. I extracted the textures for this model manually, so they're better quality. The game uses a mask for coloring and such, so that's why the clothing is mute. Same goes for the bike model.[/QUOTE] 10 bucks says because of how it is, a topless skin is made directly after release.
[QUOTE=nubblecakes;27319161]Already ripped an ATV. I just need to extract all the materials. I didn't write down which parts I had selected on the vehicles when I ripped them so you'll have to cycle through all the textures until you get the right one. Shouldn't be too hard though. I'll include all the different paint jobs as well in case you want to do multiple skins or something. I'll pm you a download once it's uploaded to my dropbox account. As a side note, this game doesn't appear to have any sort of specular maps. They have "shine" maps, which are probably just glossiness maps like in UE3. I think if you desaturate them they might serve as somewhat decent specular maps (or as phong exponent maps), but the diffuse maps are all pretty much grayscale to begin with. If you planned on doing any shader work, the best you can get is normal maps unless you feel like making your own specular/phong stuff. Lastly, what version of 3DS Max do you use? I have 2011 so I don't think I send the .max scene files unless you use the same version as me. I can export them to 3DS if you want.[/QUOTE] I use 2010, I'll use the normal maps and try to mess around with the shine maps to see what I can come up with. Also, I'm off to bed so I may not reply till tomorrow.
[QUOTE=SN202;27319194]10 bucks says because of how it is, a topless skin is made directly after release.[/QUOTE] Funny thing is, the texture for the torso (the skin and bra area) has a bikini bottom in it (and partial butt crack) but it doesn't apply to any faces on the actual model. I think there must be some unlockable outfit that's a bikini or something which shares the texture. I haven't finished the campaign yet but I've unlocked a lot of the different outfits and parts. Still a long ways to go though. But yes, the bra and pants are simply textured on there. Any perv with photoshop skills could easily make a nude skin if they wanted. It would probably look like shit though. @Highvoltage, the archive should be done uploading now so I'll be PMing it real soon. It's got all the content you wanted but the models are only in .max format. See if they'll open (I doubt it) first and if they don't work, I'll send them in a different format. I tried exporting to 3DS but I tried reimporting the 3DS files to see if they worked and it broke the perspective window every time. I'm gonna try .obj and .fbx next.
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