[TOOL] Breckfest v1.5.0 - BMaps made tasty

WorldofBay said:
.gmpl files get compressed wrong. the original version is smaller than the version breckfest recreates after simply using -dump and -compress without edit in between.
have to revise that statement, the .gmpl files get compressed right and dumped right, too.

since that compress method can provide different results it seems that bugbears compress programm is just better optimized than breckfest ;)
 

Errol

Member
Weeked Smasher
WorldofBay said:
bugbears compress programm is just better optimized than breckfest ;)
Bugbear use a rolling dictionary whereas breckfest resets the dictionary every chunk, this leads to slightly larger filesizes from breckfest.
 

Purple44

Well-Known Member
Team Bugbear Member
It seem the Breckfest thread got buried to page 5. Should this thread be a sticky?

Bump.
 

Axarator

I test games, I make games, I mod games and play
Weeked Smasher
Purple44 said:
It seem the Breckfest thread got buried to page 5. Should this thread be a sticky?

Bump.
I strongly agree, I would if I could, but I think that only Admins can.
 

Purple44

Well-Known Member
Team Bugbear Member
Purple44 said:
It seem the Breckfest thread got buried to page 5. Should this thread be a sticky?

Bump.
Time for the yearly bump, Breckfest was on page 8 this time.
 

TT

Member
And bump again...

Big thanks for Breckfest.exe !

With the Christmas update, most .bmap texture files still open but not the _n ones. It's not really a problem, though, because there isn't much need to edit those ones.

The new mostly blank skin files make it very easy to make templates and also make it very easy to add the rust and scratches that the stock skins have.
 

Zebulon55

ZeBBy
Master Blaster
TT said:
And bump again...

Big thanks for Breckfest.exe !

With the Christmas update, most .bmap texture files still open but not the _n ones. It's not really a problem, though, because there isn't much need to edit those ones.

The new mostly blank skin files make it very easy to make templates and also make it very easy to add the rust and scratches that the stock skins have.
I create normal maps with my skins, but I have, on a few occasions, extracted the stock _n.bmaps to see what they look like and compare.

Blank skins do make nice templates and can be used for rust/damage layers, but I'd sure appreciate the efforts of someone out there who has the capability to make UV maps to use as templates as well.

Of course, with the new paint shop color options and Bugbear's decal skins, there'll be less need for making new skins now. Plenty of variety is available already. 8)
 

dbs213

Active Member
Master Blaster
Zebulon55 said:
Of course, with the new paint shop color options and Bugbear's decal skins, there'll be less need for making new skins now. Plenty of variety is available already. 8)
Nah, I'd say it's not enough IMO. Too many cars of the same model share the same numbers; I'd say bring on more community-made decal options (and even port the old decals).

You can never have too much variety.
 

Zebulon55

ZeBBy
Master Blaster
dbs213 said:
Zebulon55 said:
Of course, with the new paint shop color options and Bugbear's decal skins, there'll be less need for making new skins now. Plenty of variety is available already. 8)
Nah, I'd say it's not enough IMO. Too many cars of the same model share the same numbers; I'd say bring on more community-made decal options (and even port the old decals).

You can never have too much variety.
True about the numbers, but probably casual and console players will be mostly satisfied with the options - clans can have there own color schemes and you can easily have 24 mostly unique paint jobs in any given race.

Some players will always want more, and I have a bunch unreleased and plan to make more, but it's not like it was when you could have any Rammer as long as it is black. Back then, skins were needed. LOL

Glad I didn't release many - gotta do some fixin' now.
 

Heddly

FOJ Supporter/Modder
Team Bugbear Member
An UVmap is always the best way to go. Other games offer uvmaps for their cars. [hello BB] It would be a great time saved for the dedicated skinner.
 

Purple44

Well-Known Member
Team Bugbear Member
Zebulon55 said:
TT said:
And bump again...

Big thanks for Breckfest.exe !

With the Christmas update, most .bmap texture files still open but not the _n ones. It's not really a problem, though, because there isn't much need to edit those ones.

The new mostly blank skin files make it very easy to make templates and also make it very easy to add the rust and scratches that the stock skins have.
I create normal maps with my skins, but I have, on a few occasions, extracted the stock _n.bmaps to see what they look like and compare.

Blank skins do make nice templates and can be used for rust/damage layers, but I'd sure appreciate the efforts of someone out there who has the capability to make UV maps to use as templates as well.

Of course, with the new paint shop color options and Bugbear's decal skins, there'll be less need for making new skins now. Plenty of variety is available already. 8)

But can't do skins like this with the in-game paint tool: :p

Zebulon55



I sure hope skinners will still make custom skins so I can add them to my track pack mods. :D

Vin Petrol
 

TT

Member
There are UV maps for the cars before the June build. There might be a link here somewhere.


The skins with _ao_ in the filename can sort of work as UVs but real UV maps are much better.

The blank skin overlays also help as UV maps because they usually have rust or dirt lining the edges of everything.


I found something when painting the wagon and I don't know if it is supposed to be that way or a glitch.
The door flap covering the fuel cap maps to another spot. That spot might be meant to UV map the inside/unpainted part of the door flap. If fixed a skin by copying the painted area over to that other spot (it hovers outside a wheel well).
 

Stuka217

New Member
hello i tried to make a custom paint for the example car mod and i cant get it to work even though i followed what to do on the breckfest.exe and its just screwed up the skin instead
 

Needles Kane

Member
Weeked Smasher
Stuka217 said:
hello i tried to make a custom paint for the example car mod and i cant get it to work even though i followed what to do on the breckfest.exe and its just screwed up the skin instead
I have not followed what happens in modding lately, but I believe Breckfest is deprecated. Since last release of Bf there has been multiple updates of Wf and little things like official mod support happened.
 

caBle-one

New Member
Some of these links i have seen before... was really looking for individual cars extracted into an individual mod .. but thanks for the help.. there was some very useful info there for anyone looking to do this...
 

Heddly

FOJ Supporter/Modder
Team Bugbear Member
caBle-one said:
Some of these links i have seen before... was really looking for individual cars extracted into an individual mod .. but thanks for the help.. there was some very useful info there for anyone looking to do this...
There are not any tools to extract the Wreckfest car models that I know of, It would be nice if BB would release a set of paint TEMPLATES, like other games do, so users would have a better experience when they want to make new paint jobs/skins of their favorite cars. PLEASE BUG BEAR !!!!
 

Zebulon55

ZeBBy
Master Blaster
Breckfest is necessary to convert from .bmap to .png for viewing and maybe use as templates, but it's best to save your image as 2048x2048 targa (.tga) and use the official tools (build_asset.bat) to convert from .tga to .bmap.

I was going to suggest using Bill's template files. He had photoshop files all set up for easy skinning all the cars.
He seems to have removed his username - his posts say guest100380 , his steam mods seem to be gone, and his website is account suspended!

http://simracingdepot.us/viewforum.php?f=38
 

Purple44

Well-Known Member
Team Bugbear Member
Errol being doing some updating to his Breckfest program. There a version 1.6 now:


Changelog

v1.6.0 Added -norename based on work by talberti
Added -dds
Updated LibSquishNet to the super speedy v2.0.0
Increased maximum supported image size to 16384x16384
Added license information for the partial port of the LZ4 compression algorithm
Code-styles
 
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