Enter your WIP posts
The process is somewhat complicated for someone who does not know hexadecimal editing (I included). I open the .bin file containing the 3D model with a hexadecimal editor (HxD) and following the tutorial of this forum (link below) have managed to extract models with a tool called Hex2obj. I'm noob in hexadecimal editing but with effort I have managed to extract some models. I'm sorry but I can't create a tool to extract all models of the game, I cant make a tool to import models to 3Dmax but it will not be necessary, because extracted files with the program are .obj files, those files is supported by blender and 3dmax.
PS: This is the forum of the tool, if there is anyone here who know more than me about editing
http://forum.xentax.com/viewtopic.p...06a88ef9a01a6678758be66c29ae&p=119713#p119713
I'm sure the solution is into different level of grip.
Hi guys, I somehow get how the custom number work
All you have to do is create your custom number and then put it under sets of alphabet in accelerator, dinpro, or else.
The next step is edit the font bml, to determine its location and size. In my case I edit char53 which is for character number 5 and erase number 3 alpha layer in photoshop so my custom number doesn't overlay with number 3 character.
The root is correct MENU/FONT search the fonts you want , open it and put your custom numbers separate number by number , paint black the default number 1, 8 and dont remenber well this process , also you must go to the alpha channel and paint it too, remenber to select the same fonts in game and same style , its going to look something like thisView attachment 144146
Hi guys, I somehow get how the custom number work
All you have to do is create your custom number and then put it under sets of alphabet in accelerator, dinpro, or else.
The next step is edit the font bml, to determine its location and size. In my case I edit char53 which is for character number 5 and erase number 3 alpha layer in photoshop so my custom number doesn't overlay with number 3 character.
After doing that how do you bring the numbers closer together. I tried number 57 and the numbers 5 and 7 were really far apart.The root is correct MENU/FONT search the fonts you want , open it and put your custom numbers separate number by number , paint black the default number 1, 8 and dont remenber well this process , also you must go to the alpha channel and paint it too, remenber to select the same fonts in game and same style , its going to look something like thisView attachment 144146
That I have already done, as you say (channel alpha too) but the position of the number in my bike (moto3 estrella galicia) is not in the center, how I can change that?
Is it possible to have a dds custom texture number like a official rider? a texture for each number (14, 1, 2, 98, etc)
What I do is little bit different ftom Xtra-Large22 but same outcome. As you can see I put my custom number under the alphabet and then I blacked out the number 3 part. This way I only have to edit one character value on the bml which is 5. But finding the pixel location is very tricky though.
because if I don't separate 53 I just have to edit one char value in bml (just 5 and don't need to edit 3 as well) also if I don't want to have space between number I can do it this way. Like rossi's number for example, there's no space between the numbers. I don't know if I can do that if I separate the numbers, I haven't try it.btw why you dont separate 53 and do 5,3
I transverse manually from char 1 (I don't know how to find the number quicker than that) based on the nearest pixel I guess (helped with tools off course) on the dds file.Awesome. You could make a tutorial about this? Now I have replaced the numbers 1 and 4 as did the Xtra-Large22 friend, but I would like to put the number as you h understand the process of texture (the alpha channel and put my customizado number, that's not a problem for me) but I don't understand how to change the file .bml I don't know what "char" data corresponds to numbers 1 and 4 and I don't know how to changing the position of the new customized number.. (the pixel location) could you help me? Thanks!
If I put the 53 over 1 and blacked the 8 alpha then the number become smallerohhhh you are right , my bad, and if you put your (53) and in game select 2 digit numbers , lets just said (18) what id you put your (53) over 1 and paint black and the alpha for 8 , and dont know if this work, is all about trying