I rescaled the tyres with 3dsimed, it works well, thanks! But is there a way to change the materials used in the meb? I would like to change the lotus materials used to the good 250 GTO ones, but there is a different amount of letters, and it crashes the game each time I try!
I just want to mention that renaming materials does not work in 3dsimed when using the "update" option. In order for the naming change to take effect, the "Save Model.." option would need to be used. The "Save Model.." option strips away all off the rigging and breaks how the tyres function in the game. If anybody has every done this option for a mod that was released, they put out broken tyres (and I know this has happened).
It's very easy to hex edit any meb for new folder and file paths, once you understand that about the pad bytes/word.
Here's a writeup I had done in private before...
1) Everything follows a 4 byte pattern throughout the code.
2) There must be at least one zero byte after the material path/filename (see more detail on this below)
3) There is always a 32bit pad word afterwards (4bytes of zeros)
4) You can insert more bytes to make room for longer folder/filenames, as long as items 1, 2, and 3 are followed. Likewise, you can delete bytes for shorter folder/filenames following the rules of 1,2, and 3.
To go into more detail about item 2 above...
If the folder/filename ends at byte 3, 7, B or F, you would have two 32bit pad words after the name (8 bytes of zeros)
If the folder/filename ends at byte 2, 6, A or E, you would would have one zero byte after the filename, then one 32bit pad word (4bytes of zeros)
If the folder/filename ends at byte 1, 5, 9, or D, you would have two zero bytes after the filename, then one 32bit pad word (4bytes of zeros)
If the folder filename ends at byte 0, 4, 8, or C, you would have three zero bytes after the filename, then one 32bit pad word (4bytes of zeros)
NOTE: before making any edits, take note of the code that follows the current pad zero bytes/word of the material path/filename. After making your edits, that existing code should start at either bytes 0, 4, 8, or C, following your file/folder name and padding byte(s)/word.