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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
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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
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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
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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
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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
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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
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[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
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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
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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
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Awesome ^^
#Post#: 710--------------------------------------------------
Re: GT2 Car Viewer: A tool to view GT2 cars...
By: xXxKOKExXx Date: June 17, 2020, 2:51 am
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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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