Author Topic: NCGW Physics Handing mod testing  (Read 4362 times)

Mortal

  • Posts: 63
While we wait bb tools to play with toys and new things, I am intrigued with the physics handing, and wanted to do some tests to see how we can create different sensations, maybe we can do something interesting with the research and testing.

I made some adjustments in this first test for american3, tell me what you think, and you would like to improve or change.

First try the game without the mod to appreciate the difference and see what you think good or bad.

Make a copy of vehicle/06american before installing



Download American Muscle3 Mod Test 2
http://www.mediafire.com/download/exncy8w5nkjn47u/
« Last Edit: July 23, 2015, 07:10:55 PM by Mortal »

Axarator

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  • Posts: 372
I'm curious on how you did this, when I decompress the handling files, I get a bunch of mumble jumble as in NUL and Finnish jibberish.
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Errol

  • Posts: 51
Axarator, as I've said, it isn't mumbo-jumbo, is binary data.

You'll need to open the files in a hex editor (I use HxD) and try to work out what the various values mean.  Once someone has gone through and mapped the values then a tool can be developed to make editing that kind of file more straight-forward for everyone else.

St. Jimmy

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  • Posts: 1436
The rear bouncing is interesting. Everytime one of the rear tires in corner lifts up in the air the car revs more with open (or was it closed sorry can't remember) and limited differential and it sounds like the car is bouncing because the rear is going up and down.
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Axarator

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  • Posts: 372
Axarator, as I've said, it isn't mumbo-jumbo, is binary data.

You'll need to open the files in a hex editor (I use HxD) and try to work out what the various values mean.  Once someone has gone through and mapped the values then a tool can be developed to make editing that kind of file more straight-forward for everyone else.
Thanks for the info.
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Processor: Intel Core i4130 @ 3.40GHz 3.40GHz
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Mortal

  • Posts: 63
Sedan Tire test



Rebound test



I would like to make a concept handing sim (dirt rally style), I've done some tests and it looks promising, but it is very difficult to edit binary and time.
« Last Edit: July 22, 2015, 01:18:36 AM by Mortal »

sam223

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  • Posts: 3105
What files have you been tweaking so far? And can you print screen your hex editor for reference of what changes what?
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Matrix404

  • Posts: 110
It would be cool if the devs just shared this information, instead of us guessing or figuring it out on our own.
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Errol

  • Posts: 51
What files have you been tweaking so far? And can you print screen your hex editor for reference of what changes what?

This!  If you keep track of what the different values do we can then knock together tools to edit them easily.

It would be cool if the devs just shared this information, instead of us guessing or figuring it out on our own.

Pfft, where is the fun in that?!

Janne Suur-Näkki

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  • Posts: 1942
Errol, that's the attitude ;-)

Exactly what information are you looking for? The physics files for various parts are mostly stored under each vehicle, the main exception being tyres which are found in vehicle/shared/physics/tiredynamics. The surface file contains different profiles for vehicles of different type (the most distinguishing parameter being mass), and the profile that the vehicle uses is defined in vehicle's tires_front.veti and tires_rear.veti.

Mortal

  • Posts: 63


For now only testing, but for eg

Code: [Select]

Affects the grip surface

Offset(h) 0A0B
000000B0 6040 (is by default)

:(Gravel and Tarmac for now)
NCG Wreckfest B7-15-7 - Tiredynamics Mod - SemiSim Concept Test1

Download
http://www.mediafire.com/download/rf5gr5g9fczuz44/NCG+Wreckfest+B7-15-7+-+Tiredynamics+Mod+-+SemiSim+Concept+Test1+by+Mortal.rar

Matrix404

  • Posts: 110
Sweet... To infinity and beyond!

Looks like i'm gonna get friendly with a hex editor this weekend!
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Errol

  • Posts: 51
Sweet... To infinity and beyond!

Looks like i'm gonna get friendly with a hex editor this weekend!

Might I recommend HxD?  While it hasn't been updated in forever it is still a fantastic, free hex editor.  With HxD, notepad, windows calculator in programmer mode and an IEEE 754 Converter I could reverse-engineer the world.

Cornkid

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  • Posts: 793
Sweet... To infinity and beyond!

Looks like i'm gonna get friendly with a hex editor this weekend!

Might I recommend HxD?  While it hasn't been updated in forever it is still a fantastic, free hex editor.  With HxD, notepad, windows calculator in programmer mode and an IEEE 754 Converter I could reverse-engineer the world.

Could you make me young, free and single again pls , love wifey to bits but there are times ;)

But seriously, top sharing work peeps, looking forward to seeing game modded.

Purple44

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  • Posts: 7981
Sweet... To infinity and beyond!

Looks like i'm gonna get friendly with a hex editor this weekend!

Might I recommend HxD?  While it hasn't been updated in forever it is still a fantastic, free hex editor.  With HxD, notepad, windows calculator in programmer mode and an IEEE 754 Converter I could reverse-engineer the world.

Hi Errol, I would like to make custom startpoints files. I got started working on one with trial and error method. You got any tips to make the going easier? Or should I wait for Bugbear to release a startpoints tool?

Had some free time this last weekend so I checkout the oval track around the derby stadium and did some free roaming:

Oh no, invisible wall outside derby stadium!

Was shock to find invisible walls at both turns on the track!!  :(

If Bugbear does not plan to use this track, I would like to make a custom track out of it some day when we are able to mod Wreckfest. Bugbear could you please remove these invisible walls. Is there a reason to have these invisible walls?

**************************************

Now some you might be wondering how I got a car outside the derby pit. Nope, I did not jump the fence, but I did cheat. The files for Wreckfest are unpack and I was able to find the track folders and saw there are ai_start.scne files ( startpoint file ):



I located the folder for the derby figure 8 track and swap in the ai_start.scne file from the new oval track to see what happens:



As you can see, some cars got place outside the figure 8 track. I had to keep going to the garage and restarting the figure 8 track until my car ended up outside the figure 8 track. Then took car for a spin and ran into the invisible walls!!

Now I had to figure out a way to get a car to start outside the oval track so I could free roam the derby stadium track map. In Flatout 1 and 2, I just open the startpoints.bed file with wordpad and tweak the numbers:

Count = 8

Startpoints = {
   [1] = {
      Position = { -26.860134, 5.698002, -54.714005 },
      Orientation = {
         ["x"]={0.882948,0.000000,-0.469472},
         ["y"]={0.000000,1.000000,0.000000},
         ["z"]={0.469472,0.000000,0.882948},
      },

   },
   [2] = {
      Position = { -24.329878, 5.659920, -49.955284 },
      Orientation = {
         ["x"]={0.882948,0.000000,-0.469472},
         ["y"]={0.000000,1.000000,0.000000},
         ["z"]={0.469472,0.000000,0.882948},
      },

   },
   [3] = {
      Position = { -27.313728, 5.634266, -48.368744 },
      Orientation = {
         ["x"]={0.882948,0.000000,-0.469472},
         ["y"]={0.000000,1.000000,0.000000},
         ["z"]={0.469472,0.000000,0.882948},
      },

   },
   [4] = {
      Position = { -29.843985, 5.680034, -53.127464 },
      Orientation = {
         ["x"]={0.882948,0.000000,-0.469472},
         ["y"]={0.000000,1.000000,0.000000},
         ["z"]={0.469472,0.000000,0.882948},
      },

   },
   [5] = {
      Position = { -21.346027, 5.693877, -51.541828 },
      Orientation = {
         ["x"]={0.882948,0.000000,-0.469472},
         ["y"]={0.000000,1.000000,0.000000},
         ["z"]={0.469472,0.000000,0.882948},
      },

   },
   [6] = {
      Position = { -23.876284, 5.721026, -56.300549 },
      Orientation = {
         ["x"]={0.882948,0.000000,-0.469472},
         ["y"]={0.000000,1.000000,0.000000},
         ["z"]={0.469472,0.000000,0.882948},
      },

   },
   [7] = {
      Position = { -20.892433, 5.750060, -57.887089 },
      Orientation = {
         ["x"]={0.882948,0.000000,-0.469472},
         ["y"]={0.000000,1.000000,0.000000},
         ["z"]={0.469472,0.000000,0.882948},
      },

   },
   [8] = {
      Position = { -18.362177, 5.736631, -53.128368 },
      Orientation = {
         ["x"]={0.882948,0.000000,-0.469472},
         ["y"]={0.000000,1.000000,0.000000},
         ["z"]={0.469472,0.000000,0.882948},
      },

   },
}



But the ai_start.scne files is not a text file that easily edited. Now that I got HxD Hex Editor that I use to tweak the paint file so I could have a purple base skin, I open ai_start.scne with HxD and got this:



With some trial and error, I found 2 pairs of hex numbers that move 2 the cars, then I used http://hextodecimal.com/ to find a hex number big enough to move the 2 cars outside the oval track ( FF ). This got me 2 chances out of 24 or 1/12 chance when I start a new race, my car would respond outside the oval track. it took me about 15 tries before my car started the race outside the oval track.



I attach the file I used, below. Download ai_start-2 good startpoints.scne, go here *:\Steam\steamapps\common\Bugbear Entertainment\data\art\levels\gameplayset\derby11_rev , rename the original ai_start.scne file for the figure 8 track, now make a copy of ai_start-2 good startpoints.scne, then paste copy into *:\Steam\steamapps\common\Bugbear Entertainment\data\art\levels\gameplayset\derby11_rev folder and rename file to ai_start.scne.

Now start the derby figure 8 track and see where your car responds. If not outside the oval track, have to go back to garage and restart the derby figure track until you end up outside the oval track.

I do hope we will have better tool to edit startpoint file when modding get into full swing some day down the road.
Flatout Joint, where the mods were.

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