And then maybe we can begin skinning the 2013 skins on them ?I would like to help in those too
I started on the bringing the 2011 car / 2012 game .
But the information on the Mirrors is different on about 4 aspects different Code Names and different information its not possible to do what I was trying.
So the only way to bring 2010/11/12 cars to 2013 would be to Modify the Database and Schema.
So that the game reads the information as it does in each game / 2010 for example
on each instance.
So that idea has been binned.
What I am doing now is bringing the 2011 Nosecone / And putting the Nosecone on the 2012 Ferrari Car.
I have swapped the Information exactly Starting from the RootNode and the Part number that I found Inside 3DSimed30k.
Inside the RootNode you will find the MATRIXPALLETEBUNDLENODE /
Each BUNDLENODE Consists of the LOD0_ LOD1_ LOD2_ Files.
Each LOD0_ inside this there is all the MPJRi part Numbers that you will find inside
3DSimed30k.
When you go to Edit Materials.
So for Example I am changing the Nosecone over.
So inside the LOD0_ There is all the parts of the Car
Each part of the Car the information is in the
MATRIXPALLETJOINTNODE
This joint Node as the Atributes of the Car
Also Transform / & / BoundingBox
These hold the Node Data which comes as 00-4F-00-60-4D for example.
Underneath these 2 / Transform / & / BoundingBox
You will Find the
MATRIXPALLETEJOINTRENDERINSTANCE
Inside this you will find the where the Source Data is.
It will have a Source Code like this for Example / #x0_RDS42
The RDS Source Code is Short for
RENDERDATASOURCE
Inside the Corresponding RDS Source you will find the information to the Corresponding
DATABLOCK
For example the Corresponding #x0_RDS42 File will lead you to
DATABLOCK #Block50 #Block51 #Block49
Within the DATABLOCK you will have
DATABLOCKSTREAM
DATABLOCKDATA
The DataBlockData Holds the Atributes Such as the DataType and RenderType.
These are so the EgoEngine understands what type of Data is in the DATABLOCKDATA
So it will Read the 00-4F-00-60-4D Node From the DATABLOCK as Float for Example.
So anyway I have Replaced all the information Inside the LowLOD and the HighLOD
The LowLOD Starts from LOD1_/ LOD4_
The HighLOD Starts from LOD0_/ LOD2_
In the LowLOD I had to change all the Nosecone information from LOD0_/ LOD3
In the HighLOD I had to change all the Nosecone information from LOD0_/ LOD1_
So in all I have had to change the information inside 5 LOD,s
And each LOD I have had to change 6 DATABLOCK
So that is about 30 Datablock,s if I am not wrong but the issue I am having now,
Is that the
Low & HighLOD are all finished but the Game still crashes back to the Menu.
I can not open the High Or Low LOD Inside 3DSimed it keeps saying.
Problem Building Geometry and Crashes,
So I remembered Petar From RYDER25 Sent me a PSSG Viewer .
I opened up the PSSG Viewer and Exported the Project as .obj
Opened the .obj Inside KEYSHOT and the Nosecone is perfect but the Struts from
the Nosecone to the front wing are Missing.
So I am going to Recheck the Information in all the LOD,s but I double Checked everything to this would not happen .
The problem I think is the Issue is inside The LowLOD & HighLOD
There is the LOD4_ & LOD2_ That I have not changed
These hold the information to the entire Geometry to the Car
I am going to Change These to see if it makes any Difference , But after looking
Inside 3DSimed at the Geometries there is a couple of Differences Like the
Wing Mirrors on the 2012/ LOD are Higher than the 2011 LOD
Anyway this is all I have Learned so far and ill keep you Guy,s posted if I make any more progress.