Author Topic: Flatout 2 Cars Take 2  (Read 1538 times)

Halal Meats

  • Posts: 39
Hey everyone,

This is my second attempt to port over cars from Flatout 2 to Wreckfest. The first time I got stuck with issues from this "solidbody" error, and I didn't have a clue how to texture anything. Since it seemed like progress on the game was slow anyway I sort of took a hiatus and gave up.

But wow! Loving the new stuff Bugbear!

Anyways, so far I have all of the files and all of the textures, though I will likely need to convert the textures to the right format. The models are already in the right format, though a few of them are being fussy and not exporting properly. I've gotten a few to work by deleting some unnecessary bits and attempting to export them again, so I am assuming it is a fixable issue for now.

I have the sounds too but I am debating whether I should use them or not, considering NCG has better sounds anyways.

Another issue is that I have no idea what wheels correspond to what cars, since they re-used them in the original game. I hope the textures are numbered the same as the wheels because that would make it a lot easier.

Its probably going to take a very long time to finish this because all of the models import with the parts weirdly inverted, so I have to essentially reassemble the entire model. Take a look at the photo I attached if you are curious. I'm hoping the process speeds up once I have a better idea of what I am doing.

I'll post some updates in here once things are under way!

Purple44

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  • Posts: 8084
Hi, I'm curious what program you using to model the cars? 3d Max or Blender?



Another issue is that I have no idea what wheels correspond to what cars, since they re-used them in the original game. I hope the textures are numbered the same as the wheels because that would make it a lot easier.


"original game", are you referring to Flatout 2? If so, Heddly might be able help. He done a lot custom cars for Flatout 1 and 2. Has a good understanding of the Flatout cars.

It sure be nice to take some Flatout cars for a spin in Wreckfest. I think you've taken on a big project, wishing you success Halal Meats.  :D

Flatout Joint, where the mods were.

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Halal Meats

  • Posts: 39
I'm using 3Ds Max, but I had to use a different editor to export the cars.

 :D

sam223

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  • Posts: 3131
Take a look at the example car bugbear included in /mods. Itll give you an idea of objects (named correctly) that are required to get any car working in game. Solidbody,collision_spheres,collison_top,brakedisc_fr etc etc
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bill1947

  • Posts: 55
I have all 45 cars and trucks from FlatOut2 in Z-Modeler format if that will help you out any. From Z-Modeler you can export the cars in 3ds or many other formats. You can get the Z-Mod files here:
http://simracingdepot.us
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TT

  • Posts: 154
Hi. Before you spend too much time, you should know that Bugbear doesn't own the rights to the old Flatout cars any more so we probably can't publish Workshop mods with them on Steam.

If you just want to do it for yourself, that's a different story.
« Last Edit: February 12, 2018, 05:46:55 PM by TT »

TT

  • Posts: 154
With any car, if parts are backwards, you don't have to re-rotate all of the parts. Just rotate the axes for the parts before you export them into your Wreckfest project. That happens a lot. Zmodeler lets you rotate in 15 degree increments so you don't have to eyeball things perfectly. It just snaps to 15 degree (or some other amount) steps as you turn it. You can see the little colored arrows pointing out from the axis. They show which orientation it is in.

The example car in Wreckfest is the way to go. However, I'm not sure that all of the files for it have been updated for it lately.
« Last Edit: February 12, 2018, 06:05:44 PM by TT »

Halal Meats

  • Posts: 39
I find it is easiest to just merge the example car with the original one, at least that is what I did the first time. Maybe that causes issues. I would create it all myself but I don't know how to make the little markers they use for body connections.
Also remaking all of those collision spheres sounds like a lot of work. I think I just moved them on my first attempt.

I found that just mirroring the parts works find in max, no rotations are really needed. I just have to move them a bit.

I heard they don't own the rights to the cars anymore but I sort of assumed there wouldn't be a big issue with it. I mean, the game was released in 2006. I don't think anyone is making big sums off that game anytime soon. But who knows, maybe I am wrong and they don't want people using those assets.
I'm going to post the mod in parts anyways so if I notice they are being taken down I'll make a decision from there.

Heddly

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  • Posts: 641
Hi, I'm curious what program you using to model the cars? 3d Max or Blender?



Another issue is that I have no idea what wheels correspond to what cars, since they re-used them in the original game. I hope the textures are numbered the same as the wheels because that would make it a lot easier.


"original game", are you referring to Flatout 2? If so, Heddly might be able help. He done a lot custom cars for Flatout 1 and 2. Has a good understanding of the Flatout cars.

It sure be nice to take some Flatout cars for a spin in Wreckfest. I think you've taken on a big project, wishing you success Halal Meats.  :D

Hello Halal Meats, The only program I know of to import thr FlatOut .BGM files is Zmodeler2, It does not do a very good job of exporting .3DS files with all parts with their proper orientation. Your photo is a good example. A better format to export with is .OBJ or rFactor .GMT. 3DSimED may help with exporting to .3DS. I had good results with importing .OBJ into Blender. This link might help explain what I am trying to say.

http://community.bugbeargames.com/index.php/topic,9031.msg87228.html#msg87228

Also I have attached the FO2 rim and tire list to sort out the what car uses what rim and tire number combination that each car uses. Hop this helps.  :)

   


          Rim  Tire class  name
car 1= 8    ,   4   ,   R   CTR      
car 2=  1   ,   1   ,   D   Chilli
car 3=  3   ,   5   ,   R   Boxer
car 4=  4   ,   5   ,   R   Lancea
car 5=  2   ,   7   ,   R   Mad Rash
car 6=  3   ,   2   ,   D   Malice   
car 7=  3   ,   4   ,   R   Fortune
car 8=  3   ,   1   ,   D   Banger
car 9=  19   ,   9   ,   S   SparrowHawk
car10=  4   ,   8   ,   R   Insetta      
car11=  12   ,   10   ,   S   Sunray
car12=  13   ,   8   ,   S   Vexter XS
car13=  2   ,   2   ,   D   Shaker
car14=  2   ,   2   ,   D   Splitter
car15=  13   ,   8   ,   S   Terrator
car16=  3   ,   4   ,   R   Bullet   
car17=  7   ,   2   ,   D   SwitchBlade
car18=  7   ,   2   ,   D   Venom
car19=  9   ,   6   ,   R   Nevada
car20=  18   ,   3   ,   D   Blaster XL
car21=  15   ,   11   ,   S   Crusader
car22=  5   ,   11   ,   S   Canyon
car23=  5   ,   3   ,   D   Roamer
car24=  10   ,   6   ,   R   Lentus
car25=  12   ,   10   ,   S   Road King
car26=  2   ,   7   ,   R   Ventura
car27=  1   ,   8   ,   S   CTR Sport
car28=  1   ,   8   ,   S   Chili Pepper
car29=  2   ,   7   ,   S   Bullet GT
car30=  2   ,   7   ,   S   Scorpion
car31=  13   ,   8   ,   S   Insetta Sport
car32=  2   ,   7   ,   S   Speedshifter
car33=  2   ,   7   ,   R   Daytana
car34=  7   ,   9   ,   S   SpeedDevil
car35=  3   ,   4   ,   ST   TrailBlazer
car36=  10   ,   6   ,   ST   Afterburner
car37=  2   ,   7   ,   ST   Rocket
car38=  12   ,   10   ,   ST   StarFlight
car39=  12   ,   10   ,   ST   Nucleon
car40=  17   ,   16   ,   B   Pimpster
car41=  4   ,   16   ,   B   Flatmobile
car42=  15   ,   11   ,   B   Mobcar
car43=  6   ,   7   ,   B   SchoolBus
car44=  12   ,   10   ,   B   Rocket
car45=  16   ,   16   ,   B   Truck




Halal Meats

  • Posts: 39
Thanks so much for that list!

I used zmodeler2 to import the cars and export them. When I tried to export them as a .OBJ they imported into Max as a single mesh (this is also an import option on Max but even with it unchecked this still happened) so I exported them as a .3DS . Last time I tried this with the CTR this didn't happen but I don't remember what I did the first time. It's easy enough to adjust the parts so I'll just stick to that for now. I'm not really familiar with the other formats you listed but I can check if Max can import them. 


Heddly

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  • Posts: 641
Thanks so much for that list!

I used zmodeler2 to import the cars and export them. When I tried to export them as a .OBJ they imported into Max as a single mesh (this is also an import option on Max but even with it unchecked this still happened) so I exported them as a .3DS . Last time I tried this with the CTR this didn't happen but I don't remember what I did the first time. It's easy enough to adjust the parts so I'll just stick to that for now. I'm not really familiar with the other formats you listed but I can check if Max can import them.

The .OBJ exporter has options, one of which is "Split by materials", that is what I used.

Halal Meats

  • Posts: 39
I've run into a weird issue with build_asset now, it keeps telling me it "can't find the surface physics file". I don't remember running into this last time. Its not the model that's the issue, it wont do anything with the example either.

I moved the mod folder (not the entire "mods" folder) to the tools folder so I could use the tool. I have no idea if that is the right way to use this.

I attached an image of the error. If you know anything about this error, I would appreciate the help. Thanks in advance.

Halal Meats

  • Posts: 39
I just moved the tools into the mods folder and it worked.

Halal Meats

  • Posts: 39
Here is an update on my progress so far...

I have the model of the Flatmobile sort-of in without any textures. I'm still finding out what the game needs from the model and what it doesn't. If anyone has a list of what is linked that would be great, I've been having some bad crashes because the game "Could not find parent object X to object Y". bgeometry doesn't seem to pick up missing parts. So I have found that parts of the exhaust are linked and from what I can tell parts of the windows are linked too. Also, the trunklid is mandatory, but I can just hide that in the body.

sam223

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  • Posts: 3131
The minimum object requirements are;
body (origin at 0,0,0) ("body#car_body" material)
solidbody (origin at center of mass)
brakedisc_fr/fl/rr/rl ("#car_metal_nodeform" material) (origin at center of mass)
collision_top (CollisionModel = true) (origin at center of mass)
collision_bottom (CollisionModel = true) (origin at center of mass)

Make sure you xform reset everything.
All texture must be assigned as .tga in max/blender and located within chassis/art and converted to game format from within /chassis/art.

Optional model details;
Proxy deform zones plus corresponding deform files
Lods
Dummy joints plus addition parts added to corresponding .panl
Damage sectors
Emitters
Collision spheres (CollisionModel = true)
tire_fl/fr/rr/rl ("#car_rim" "#car_tire" materials)
steering_wheel_hi
driver

The minimum game requirements are;
Chassis root file
Camera file
Art folder (containing model/textures)
Deform folder
Menu Folder
Parts folder including all the parts bugear has in /shared (containing at least 1 of every part linked to either chassis or engine(engine parts))
Panel folder (containing a .panl file named after every object on the model).Attach grille to hood etc,control hinges (you need joint dummy on model for these) and drop off here
Career folder (containing chassis assembly from all you parts files)

Optional requirement;
Audio folder containing sound banks and sound reference files
AI folder
light.clgs
« Last Edit: February 17, 2018, 05:34:16 AM by sam223 »
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