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Cars Game Ripping Project
#1
I've taken a new liking to the Cars franchise and have gotten into the games.
I'm making a project for myself to rip from the games, mostly the Rainbow/Incinerator trilogy

I initially submitted character models from the GameCube and Wii games without rigging and using NinjaRipper rips and dumped textures with Dolphin emulator
But I've found tools to extract the textures proper and rip ALL models with bones.

What I've done is make use of a Noesis script, it's able to export models that use the gcg, psg, and xng files used in Cars Race-O-Rama, but can be used as far as the first game

Games I've ripped from so far
Cars (GameCube/Wii/Xbox 360)
Cars Mater-National Championship (PC/PS3/Wii)
Cars Race-O-Rama (Wii)

File formats I've looked into
Arc (contains data on Wii versions)
Psr (contains data on PS2 versions)
Xbr (contains data on Race-O-Rama for Xbox 360)
P3r (Contains data on Race-O-Rama for PS3)

Model formats
gcg (GameCube/Wii)
psg (PS2)
xng (Cars 1 Xbox 360/Mater-National 360, PS3, PC/Race-O-Rama 360)
p3g (Race-O-Rama PS3)

Texture formats
gct (GameCube/Wii)
dds (Cars 1 360/Mater-National 360, PS3, PC/Race-O-Rama 360, PS3)

My intention is go go through all my current submissions and add onto them with whatever I find, including early models found in the characters folders, bones, low poly models, and extra parts.

List of characters with everything currently
NOTES:
-The GameCube, PS2, Xbox and PC versions of the first game all use the same models, the textures have specular maps as alpha channels in the PS2, Xbox and PC versions, but I have no intention to add them currently
-The Wii version of the first game was ported by a different studio which made new models for the characters different from the GameCube version
-The PC and Xbox 360 versions of Mater-National Championship use the same models and textures
-The PC version of Mater-National has leftover models from the first game on Xbox 360, such as Mater's models being leftover
-The PS3 and Wii versions of Mater-National use the same models, PS3 has bigger textures and makes use of gloss textures much like the PC version
-The Wii, PS3, and Xbox 360 versions of Race-O-Rama use the same models. The Wii version uses different gloss textures from the HD consoles. I haven't taken a full look at the PS2 version also.

Links to tools I've used:
Noesis Script
Python Scripts

If anyone wants to know about all the raw files of these games, let me know
The entire Madagascar trilogy >>>>>>>>>>> Toy Story 4
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#2
More rigged models from the GameCube game on the way
   

This includes:
Fillmore
Guido
Wingo

I have all the data dumped from these games and have copied the raw files into other folders and like to keep them as such
   

I've mainly been going back and forth with the first game on GameCube, Mater-National on PC, and Race-O-Rama and barely looked into the others, but I'll get there when I feel it
The entire Madagascar trilogy >>>>>>>>>>> Toy Story 4
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#3
More info on Mater-National on Wii & PS3

I've mentioned both of these versions have the same amount of polygons on the main models, but Wii also uses low poly models from a certain distance. Also on Wii, some parts such as headlights and break light flares are separate files from the body, while on PS3, all parts are attached to the main body. There's also differences in texture sizes from both of these versions, usually being double the resolution.
Mater's body texture is 512x512 on Wii, 1024x1024 on PS3

The only oddity I've seen so far is Mike Wazowski (yes, they put a Mike Wazowski car in the game)
His body texture is 512x256 on PS3 like most other versions, but is bigger on Wii (1024x512)
The entire Madagascar trilogy >>>>>>>>>>> Toy Story 4
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#4
All the models I had sent for Mater-National (PC) got approved

The following has their rigs

Doc Hudson
Fillmore
Gudmund
Koji
Lightning
Mater
Monster Mater
Mike
Otto
Ramone
Sarge
Sulley
Fred
Guido

A few from the Wii version got approved as well, the following have their rigs and extra parts
Fillmore
Gudmund
Lightning
Mater
Otto

I haven't had time to get ALL of them with rigs this update, just today i had to send a revision on Frank on the PC version to be rigged.
The entire Madagascar trilogy >>>>>>>>>>> Toy Story 4
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#5
Hi Billy, do you know how to export the GCT textures from the Wii version of Cars?
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#6
If you have Python installed, run the "gct2tex0.py" script included from here and copy it to the directory of the gcts: https://github.com/itsmeft24/cars-resear...main/tools

Then type the following: "gct2tex0.py [texturename] output.tex0 -P"

Example: gct2tex0.py Mat_Eye.gct Mat_Eye.tex0 -P"

The -P is important for textures with transparency, such as the glass.

After that you can open Brawlbox/Brawlcrate, and create new .brres, then import the .tex0 textures, you can then export those as .png
The entire Madagascar trilogy >>>>>>>>>>> Toy Story 4
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#7
Hi Billy, i saw on your GC model resource of one of the Cars charecters you were able to rip Radiator springs but found all the models converged on 0x0x0, i am looking into the exact same thing however from what i can tell the world is of course in blocks, however the pieces of the world i find are rocks, some buildings such as Filmores and some scenery like "rs_jc_rcradiatorcap_lmn.dxg" in the "\Cars\Data\data\Scenes\RS\Geo" folder, however i cannot find any other file associated with Radiator springs and i'm confused how little amount of files create the whole map, i can only assume RS.xbox.STR (on PC ver) most likly contains some useful infomation however i have not found a program that can extract or show the info nor me using a hex editor works to find if it's a container of some kind.

TLBig GrinR how did you get all the radiator springs assets into blender as i'd like to somehow make the map from them

Another question for ripping the map, have you tried Ninjaripper / Render doc? from what i can tell they rip models right from Vram.
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#8
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(07-27-2024, 08:02 PM)Chuck_Norris_ Wrote: Hi Billy, i saw on your GC model resource of one of the Cars charecters you were able to rip Radiator springs but found all the models converged on 0x0x0, i am looking into the exact same thing however from what i can tell the world is of course in blocks, however the pieces of the world i find are rocks, some buildings such as Filmores and some scenery like "rs_jc_rcradiatorcap_lmn.dxg" in the "\Cars\Data\data\Scenes\RS\Geo" folder, however i cannot find any other file associated with Radiator springs and i'm confused how little amount of files create the whole map, i can only assume RS.xbox.STR (on PC ver) most likly contains some useful infomation however i have not found a program that can extract or show the info nor me using a hex editor works to find if it's a container of some kind.

TLBig GrinR how did you get all the radiator springs assets into blender as i'd like to somehow make the map from them

Another question for ripping the map, have you tried Ninjaripper / Render doc? from what i can tell they rip models right from Vram.

Where did you hear this? 
I have never taken any interest in ripping maps and it's basically impossible with how the meshes are structured. Numerous people ask and request me about this map but it just can't be done unless there's some way for someone to figure out exactly where pieces go or if there's tools I'm personally missing
The entire Madagascar trilogy >>>>>>>>>>> Toy Story 4
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