04-24-2021, 05:59 PM
(04-23-2021, 01:52 PM)kotori ii Wrote:(04-23-2021, 12:32 PM)Joshex Wrote:what do you exactly mean by saying looking for car meshes that it recognizes? it also weird why it breaks what program u use to mod it I assume its either cheat engine or hex tho mesh editing with ce sounds absurd also recently did this https://i.imgur.com/rkp2IRc.jpg and after I edited it https://imgur.com/p2c1nbG(04-22-2021, 03:35 PM)kotori ii Wrote: I do mod them live though anyway the thing is if the file size doesnt change I can add as much vertex data without getting the game crash more vertices too but you know if file size doesnt change Im just curious about the mesh header because it has all the imporant data about the messed up graphics part I usually get that when swapping body parts inbetween cars but the thing is the mesh itself swaps perfectly tho some stuff like the mesh model sometimes doesnt appear I know whats causing it fixing it also possible but I dont know yet and prob never will also I ve never used cheat engine to mod models sounds absurd anyway the thing I wanna say is the most important one the mesh header Im pretty sure it has calculated vertice count or the vertex(?) so whenever u go above it crashes but with no errors whatsoever
I mean there is a blender plugin that allows us to import cars tho we cant import custom meshes into the game
ok. so it's as I figured the game is looking for car meshes that it recognises. so a custom car mesh wont work. changing that live even breaks it, it might be in multiple areas, not just the mesh header, for example you'd have to modify the rest of the game code that references that mesh as well, rigs, physics bounds etc.
if you want the mesh header we can ascertain that from the conversion script I posted as it will no doubt have to basically reverse engineer it to get the mesh data.
I'll look through that and see if I can find a format or order to the mesh header. though as I said this probably wont be the only thing standing between you and this mod.
http://wiki.xentax.com/index.php/BMS#GoTo I'll be reading up on this extraction script syntax to make heads or tails of this.
I'm not running the game. I'm just trying to help get the data about the header. I was responding to when you said it was breaking the game when you added vertexes to the mesh.
When I said "car meshes it recognizes" I meant it may have a built-in list of models and load them by name or swap graphics by mesh name. it's possible if it is calculating the meshes in the header that it has some sort of base mesh which it is editing live, that would explain why it would crash sometimes, if the game went looking for a specific set of edges to subdivide and tried to do so, then tried to grab a set number of vertexes created by subdividing the mesh and translate or scale them but it found that the points in the list of subdivided points was more or less than it assumed it would be that could crash it.
I took a look at the export script, it does not contain information for the mesh header. Instead the export script I gave merely rips all sub-files from the game file in descriminantly. with that, I have very little way to translate the file into any workable form so I can see what the file format actually contains. the hex editor was a dead end for me as there is no text for me to go off of just binary. At my current skill level I don't think I can supply any more help.