Midnight Club: Street Racing to Midtown Madness 2

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Deanna_Troi
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Postby Deanna_Troi » Mon Sep 13, 2010 3:19 am

Looking sweet and goody thus far, great to see you finally able to convert these to MM2 (Fact: MM2 and MC1 use the same game engine, so to me, I think that's why the cars and the new york track are convertable easily).... :D
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Postby RacingFreak » Mon Sep 13, 2010 8:30 am

Here is va_parkingcop_lights.tga texture.
https://www.megaupload.com/?d=V7KVQUYS

I found a way to get correct texture.
After checking header information from https://wiki.mmarchive.com/wiki/Modding:TEX I have found that texture types 15 (P4_MC) and 16 (PA4_MC) have same description, so I've changed in hex editor 15 (0x0f) to 16 (0x10) and run mcTex.exe.
Original Texture have 0x0f in the header, offset 4.
Thank you a lot! The Hex edit was the thing needed all that time! 8O

PS
Can you say, what program did you used to do it? Since I`m not too good at programing (even if it`s simple!:oops:), I`m simply having old copy of Visual Basic pack for Win98.

PPS
I need to try it on following textures:
vp_decal - ranging from blitz to zender;
vp_minivan_grill;
vp_ferrari_c;
va_suvsmall_takeahike;
va_taxi_checker;
va_trucksmall_mudgard;
vehicleshadow;
vp_camaro_bumper;
vp_coopergrill;
vp_license;
vp_mitsu_decal_baptor;
vp_mitsu_decal_signal;
vp_mitsu_moffle;
vp_mitsu_moffle_side;
vp_mitsu_mofflec;
vpa_shadow;
...
That`s all. And if I will need to re-make New York City and London, I`ll need a bunch of another textures, which is not a very easy :?
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Postby Volky » Mon Sep 13, 2010 9:12 am

First hex-editor in google xvi32 2.51.
https://www.chmaas.handshake.de/delphi/f ... m#download

List of all tex files with type = 0x0f in header from common.dat archive.
amanface.tex
amanface2.tex
awomface.tex
awomface2.tex
bmanface.tex
bmanface2.tex
bmanface3.tex
bmanface4.tex
bmanface5.tex
buckle.tex
bum.tex
bwomface.tex
bwomface2.tex
bwomface3.tex
casual2_head.tex
casual3_head.tex
casualhead_black2.tex
cell_frame_corner.tex
cell_frame_side.tex
cell_frame_top.tex
c_xsign_ch1.tex
drv_cesar.tex
drv_leroy_eyes.tex
drv_leroy_mouth.tex
drv_player_eyes.tex
f_xbrick_old01_m.tex
g-string.tex
hdm.tex
help.tex
help2.tex
homeless_face.tex
manface.tex
manface2.tex
manface3.tex
manface4.tex
mcblue.tex
nyarm_crest.tex
nybadge.tex
nyblue.tex
nyhat_badge.tex
sickman.tex
skirt.tex
s_gravestone.tex
tattoo.tex
tattoo2.tex
tattoo3.tex
underwear.tex
va_minivan_grill.tex
va_parkingcop_lights.tex
va_taxi_checker.tex
va_trucksmall_mudgard.tex
vp_camaro_bumper.tex
vp_coopergrill.tex
vp_ferrari_c.tex
vp_license.tex
vp_mitsu_moffle.tex
vp_mitsu_mofflec.tex
vp_mitsu_moffle_side.tex
Last edited by Volky on Mon Sep 13, 2010 11:12 pm, edited 1 time in total.

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RacingFreak
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Postby RacingFreak » Mon Sep 13, 2010 10:06 am

Yes, that`s exactly textures needed (decals are not that needed.) could you export them properly?
Thanks in advance, this can help me A LOT from a texture side (had known problems, cause an empty mesh and untextured is not a car for me).

PS
Another traffic vehicles has been extracted properly, aswell as the taxis. I cannot gurantee when it is going to be completed, but I`m guessing, it will be in few days.

EDIT:
The taxi`s safehouse!
Image
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Seems to be alright, but! Minivan needs grill texture and checker (va_minivan_grill and va_taxi_checker), aswell as the taxis needs to find a texture (for the big sign at top).
Last edited by RacingFreak on Mon Sep 13, 2010 12:13 pm, edited 1 time in total.
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Volky
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Postby Volky » Mon Sep 13, 2010 10:44 am


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Postby RacingFreak » Mon Sep 13, 2010 10:55 am

Thanks Volky! Seems like I would never do even a hot start on that project, without you! :D
I seriously need to release that pack these days, so I`ll do it, don`t worry :wink:
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Postby mm2star » Mon Sep 13, 2010 7:28 pm

Nice Job so far. Are there damage textures? By the way, the posts are so complicated. 8O
Last edited by mm2star on Mon Sep 13, 2010 7:33 pm, edited 1 time in total.
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Postby Sido » Mon Sep 13, 2010 7:29 pm

Nice work dude 8O
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Postby RacingFreak » Mon Sep 13, 2010 7:51 pm

Are there damage textures?
Thank you. Well, Midnight Club`s cars seems to be using "BODYDAMAGE" model, instead of texture damage. Unfortunately, seems like MM2 doesn`t hangle "BODYDAMAGE". Due to that fact then, they`ll not have texture damage :?

I`ll release (hope so!) an exclusive (beta release) pack of few cars from MC, these days - next week. Stay tuned for news! 8)
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Postby aaro4130 » Mon Sep 13, 2010 9:05 pm

Dude, this has already been done, but Nice work!
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Postby RacingFreak » Tue Sep 14, 2010 8:28 am

Dude, this has already been done, but Nice work!
In the New York mod from 2005-2006? No. It was NEVER done with original car meshes.
Also did that mod included player vehicles? No, and as I`m converting Class A vehicles now, it`s possible to be released very soon 8)
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Postby Kunal2045 » Tue Sep 14, 2010 9:10 am

Dude I am getting to love you. THANKS FOR MAKING THESE TRAFFIC MODS!

Um, is this for SF and London?
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Postby RacingFreak » Tue Sep 14, 2010 9:40 am

Dude I am getting to love you. THANKS FOR MAKING THESE TRAFFIC MODS!

Um, is this for SF and London?
Lol, thank you.

At first I`m stuck with converting player vehicles (no ingame shots yet), and then will make a traffic mod for SF and London (why not and new menus?). Don`t worry, Volky helped me a lot with the textures and now cars seems to be alright 8)

PS
Here`s how the Camaro Class A looks:
Image

EDIT:
Finally get it in-game!
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But, seems like has some problems, as shown on the pictures, the red tailights dissapeared, and wheels has some ussies.
Hopefully I`ll try to fix them :)

EDIT2:
Zender is under convertion :P
I`m near finishing it!
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Postby sajmon14 » Tue Sep 14, 2010 6:54 pm

Nice progress, I remember Zender from some unused MC2 files.

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Postby Franch88 » Tue Sep 14, 2010 7:23 pm

Nice looking car. Good model and interiors, it's ok as player car; instead, lower detailed models without interiors are the best for traffic mods. Make sure to assing only one material with its texture for the red tail lights objects.
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