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       #Post#: 660--------------------------------------------------
       Re: GT2 Car Viewer: A tool to view GT2 cars...
       By: kian Date: March 1, 2019, 10:27 pm
       ---------------------------------------------------------
       Look Leonidas.. All the pieces of the puzzle are slowly falling
       together! :3
  HTML https://i.postimg.cc/McgY8ttm/Hope.png
  HTML https://postimg.cc/McgY8ttm
  HTML https://i.postimg.cc/Fk4gYRMf/Trying-Hard1.png
  HTML https://postimg.cc/Fk4gYRMf
  HTML https://i.postimg.cc/ftXfWXrn/Trying-Hard3.png
  HTML https://postimg.cc/ftXfWXrn
       #Post#: 661--------------------------------------------------
       Re: GT2 Car Viewer: A tool to view GT2 cars...
       By: harmalarm Date: May 5, 2019, 5:47 am
       ---------------------------------------------------------
       Hi Leo2236,
       I have a question about the texture format (cdp, cnp) and
       perhaps you can help me out. I am trying to make a GT2 I/O
       Maxscript set, just for practicing Maxscript. So far I have
       managed to get the actual models in-game with UV coordinates,
       but I am struggling with the textures. What I understand so far
       is that they are 256x224 textures, with a number of palettes for
       the color changes of the cars. I know the colors are indexed
       from the address of 17312 (43A0h), and I understand that the
       palette colors are basically 16x16 colors, all made up out of
       words (two bytes).
       What I don't understand is that the color indexes all refer to
       4bit values (0-15) while the texture uses 256 colors. Certain
       parts of the texture use a certain 16 color palette strip? I
       cannot find out how the game knows which part of the texture
       uses which palette. But perhaps I am totally wrong in this
       assumption?
       Also, I am having trouble reading the word values to rgb colors
       in Maxscript. I suspect it is a 16bit color (rgb565) but when
       looking at your source files you do some bit shift and and
       operations that I don't really understand. Everything I can find
       on the internet is referring to different shift operations and I
       am quite confused now.
       Would it be possible for you to give me a quick explanation of
       your procedure in simple terms? You have written your tool in
       Delphi, which I can follow for the most part, but I am stuck at
       the color values and palette indices at the moment.
       cheers and thanks for your awesome tools which have inspired me
       much  :D,
       Harmalarm
       #Post#: 662--------------------------------------------------
       Re: GT2 Car Viewer: A tool to view GT2 cars...
       By: harmalarm Date: May 10, 2019, 3:44 am
       ---------------------------------------------------------
       Well, at least I figured out I was wrong in one of my
       assumptions. The textures are using rgb555 instead of rbg565, so
       I got that part licked now. Only need to figure out how to
       determine which part of the texture is using which part of the
       256 color palette.
       #Post#: 664--------------------------------------------------
       Re: GT2 Car Viewer: A tool to view GT2 cars...
       By: Leo2236 Date: May 24, 2019, 11:50 pm
       ---------------------------------------------------------
       sorry I didn't answered you earlier, about your last question as
       far I can remember the each polygon data have some value(bit
       shift) that tell which palette to use in which polygon, that's
       all I can remember...
       Here's the source BTW:
  HTML https://drive.google.com/open?id=15MBQb1HELJCa4Zx7GsJDq3NF4y4wUZX0
       @kian that looks nice!
       #Post#: 665--------------------------------------------------
       Re: GT2 Car Viewer: A tool to view GT2 cars...
       By: harmalarm Date: May 27, 2019, 7:28 am
       ---------------------------------------------------------
       Awesome Leo, thanks for the info. I took a quick dive in your
       files and found it in texture_maker.pas
       for triangles:
       PI := ((TR1[LOD, ii].UKN13 shr 6) *4) +(TR1[LOD, ii].UKN13 and
       $003F);
       for quads:
       PI := ((QU1[LOD, ii].UKN12 shr 6) *4) +(QU1[LOD, ii].UKN12 and
       $003F);
       I have never seen a situation like this before, but then again
       this is an old game and they used old tricks to get things
       rendered :D
       Thanks again for the sources. would it also be possible for you
       to send me the sources of your track tool, perhaps via PM?
       #Post#: 666--------------------------------------------------
       Re: GT2 Car Viewer: A tool to view GT2 cars...
       By: Leo2236 Date: May 28, 2019, 3:41 am
       ---------------------------------------------------------
       [quote author=harmalarm link=topic=93.msg665#msg665
       date=1558960126]...would it also be possible for you to send me
       the sources of your track tool, perhaps via PM?
       [/quote]sure thing, check your PM ;)
       #Post#: 707--------------------------------------------------
       Re: GT2 Car Viewer: A tool to view GT2 cars...
       By: submaniac93 Date: June 16, 2020, 12:09 pm
       ---------------------------------------------------------
       Hello everyone, I come with an updated GT2 car viewer thanks to
       Leo's source code, with his approval.
       The edit was done mostly by pez2k, with a quick fix by
       TheAdmiester.
       Here's the changelog:
       v0.2.4a TheAdmiester's fix
       Fix quad data left over when loading a smaller car than previous
       v0.2.3a
       * Fix UV map drawing breaking when a model uses a UV Y
       coordinate
       of 224.
       v0.2.2a
       * Port to a newer version of Delphi, to replace an unlicensed
       gzip component with the built-in gzip library. Rewrite use of
       gzip to use this library, which conveniently also fixes
       crashes
       when scrolling quickly through cars.
       v0.2.1a
       * Reorganise the UI to maximise the size of the render window.
       * Store the last selected path, checkbox state, and render
       background colour in the config file.
       * Resize the texture preview to the correct 256x224.
       * Change the vertex colour to magenta rather than yellow, and
       shrink the size on the texture preview from 2x2 to 1x1 to
       trade
       visibility for accuracy.
       * Remove the gradient and vignette from the render, as well as
       the FPS counter.
       Here's the download to the archive.
  HTML http://www.mediafire.com/file/hizjc1f27v79ah6/GT2CarViewerEdit_v024a.7z/file
       The source code to it is available upon request.
       Here's an image to show the changes (background color is
       changeable in the .ini)
  HTML https://www.mediafire.com/convkey/4705/jm4flfk3vic9og26g.jpg
       Happy car viewing!
       #Post#: 708--------------------------------------------------
       Re: GT2 Car Viewer: A tool to view GT2 cars...
       By: Leo2236 Date: June 16, 2020, 2:05 pm
       ---------------------------------------------------------
       Thanks a lot for the update! Have add download link the
       screenshot and all the rest to the first post :)
       #Post#: 709--------------------------------------------------
       Re: GT2 Car Viewer: A tool to view GT2 cars...
       By: submaniac93 Date: June 16, 2020, 4:17 pm
       ---------------------------------------------------------
       Awesome ^^
       #Post#: 710--------------------------------------------------
       Re: GT2 Car Viewer: A tool to view GT2 cars...
       By: xXxKOKExXx Date: June 17, 2020, 2:51 am
       ---------------------------------------------------------
       Hi Leo!
       i wish you will be able to "read" the others tracks of GT series
       ( to can remake them to others games).
       up today, this is your Trial Mountain mesh.
       before
  HTML https://i.imgur.com/ZRfLpsx.jpg
       after ( and still to much to do)
  HTML https://i.imgur.com/J3bqxlo.jpg
  HTML https://i.imgur.com/Om8syui.jpg
       yes, thats your cars ;) good for atrezzo
       i hope you would give some love to GT Track tool and reach the
       vision ( for exporting) of the rest of the tracks. Assetto
       community will be grateful to you forever ;)
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