Searching For Evidence of Hidden Things

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It didn't crash my modest laptop though :P

Did you blindly answer 'yes' everytime the installer prompted you to rewrite files? It looks like it was touching quite an awful lot of Visual C++ DLLs, and that may have some kind of effect on the OS.


EDIT: What software did you use to get the track 3D model?
 
yes,i was not giving it a point , because it was written on french:D
but,my computer is now back online and works great ;)

answering your question: i just unpacked GT2.VOL file from my GT2.ISO with programm,actually called "GT2VOL EXTRACTOR"or kind of it.and then find them archived.then i used winrar to de-archive them,and got theese track files.final question is like "how to damh open them in 3D?" :D

tommorow i will not post anything,because i am going to have a little trip with my girlfriend :3

but soon i'll show some interesting stuff,just wait a while. :)

now,i am going to read this theard for a whole night from the first page again,because i don't want to post something old or non-interesting like a slowepoke :D

it's about 00:00 in Moscow now :D
 
I think he hasn't coloured textures of that astra,because they are seems to be(for me)
4 bit grey from the VRAM viewer.

I will soon try to find right texture palletes for the [R]storm V12 , but now i have only grey texture of it,or wierd colored one :)
 
hahahaha,this would be sound funny,but now i'll describe all,what happen with my pc :D
i started visual topo,opened track file and windows said,that visual topo crashed,but all the computer was not reacting to clicking or pressing the buttons.even (have no idea how tosay it on english,it's a диспетчер задач on Russian) process manager(am i right?:) ) just stopped.

i desided to restart the computer,but when i entered to user,everything was in errors.some sort of file,that contains unknown for me process with internet was broken,and any programm didn't started up.

i've managed to restore computer from the last update point,but buttons like "restore" and "delete errors" are just non-working because of damaged file with process XD

then i went to the CMD and started restoring system files from here.

now,computer works as it was working before i installed this crap :D
and of course,i deleted visual topo :)

I think i've made there so many grammar errors(i mean...eeeemmm...text errors...forgot this word.)
but i hope you catch what i mean :D
 
Cool. When you find them, I will try to convert the car!

converting is fun :D
i like doing it too(i mean i can convert them to gta3/4/vc/sa or some nfs series games)
only thing that i can't understand is how to get right-colored textures.
i can't do it from TiledGGD(forgot name of this programm) or even a VRAM viewer.
all i got is grey normal or rainbow wierd textures :D
(i know i said it before) :)
 
Actually, if you were able to extract the textures of each In-game GT car and try modeling cars; you might be able to successfully mod Gran Turismo 2. Which would be very cool if it could be done.
 
Actually, if you were able to extract the textures of each In-game GT car and try modeling cars; you might be able to successfully mod Gran Turismo 2. Which would be very cool if it could be done.

yeah,i've thinked about it about 5 mounths before today :D
but then i thinked about somebody will read this and mod gt2 by the "hidden" mclaren
,that he will make by himself, and then show it here to us,and say that we are all idiots who didn't beleived him for years,and now he finally got screens and videos of it. :D
(i hope you understand,what i just said)
if talk about me,i can make a new car for gt2,of course,low polygonal,but it would be invisible,because we even can't just take the texture in right colours.
i mean,for just making port of the car.

for modding,we need to make a new texture and map it on a model.that's impossible,because no one of 3D programms tbat i have (3dsmax,zmodelers,blender and other) can't see the cdp(or cdo,i forgot,which one is a texture) texture file.without it,you can't map it! :)

i just want to port every gt2 car to z3d format with textures on them,and then use theese cars for different games :D
 
Is there a way to texture half of the car and then mirror it to the other side?

i didn't thinked about that...
i want to make post about 3D cars and their showing system soon...
i'm sure,thar would be interesting :)

now i can only say for you,that you should mirror texture in photoshop or paint,and map it on the other side,because you don't need to make a tiny texture for a ps1 vram :D
you will just receive mirrored texture for the other side.

by the way,this would be much easier,than redacting UV with tools such a rotate.
just forget it and make a mirrored texture for the other side :D

I hope you understand,what did i just said
 
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Here is what I have done for now:
Zm_zpsea34a31c.png

Zm2_zpscfc916d1.png

I also think that I will start the Astra tomorrow or another simple car.
 
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this looks not bad,but i usually do it in another way.
your mapping is a bit different at the front of the car,than it should be,but keep it up! It's nice! :)

how long have you been modelling in Zmodeler?
I think i'm working with this programm science 2010,and now know everything about her functional,so i can make new models even from the 0 (i mean beginning)

(mabye you will think,that there is nothing cool in it,but the point is when i got Zmodeler,it was an Engleish!)
just think about new words for me like transformation of matrix e t.c.
and of course,i didn't find any tutorials :D )

It seems to me,that you tryed to capture texture from the screenshots?
or you got it from somewhere in right colours/palette?)
anyway,tommorow i"ll show you how it's done by me :D
(now i am thinking even about making a video for the tommorow post...)
 
@BisharpVercetti: I don't have the full texture of the Astra, I took the gray one because it had the most 'good' elements (such as all the body panels), but you'll need to take more than one palette (using PSicture to scroll between palettes) and do some cut and paste using Paint (or switch between materials in ZMod) to get the right one. I know that using another palette the rear light is looking good, and on another one the rims seemed to be fine.

I've also noticed something odd, the rear lights (and probably the front too) have 'doubled' polygons, like the whole light geometry is duplicated. I don't know why this happens, maybe one of them is the 'braking' state of the light, but I don't think there's a 'braking' version of the headlight on the texture. It could also be a 'glass' material, to have a reflection on the glass.

As for texturing the half of the car and then duplicating it, just delete one half of the car (all the polygons are conveniently split there), map it and then duplicate and mirror it. I used to do that when modeling cars.


@RandomCarGuy17: ZMod can't export to GT2 geometry, and as it can't read UV Mappings it wouldn't be able to save them, so 3D modding is quite limited.
On the other hand, I think PSicture can save textures to the right format, so 2D modding might be possible. It'll probably require some tricks (I don't think we can rebuild GT2.VOL, so the files will have to be inserted in there, probably using Hex editing software).

Swapping cars (at least bodies) is more than likely to be possible, at least it was done on GT3/GT Concept.


@ferrari gt: I am intrigued by what you said about the GT2 texturing system. Do you know something that could be useful and you won't tell us? :P



EDIT: Here's how to map more than a single polygon at a time. It worked wonderfully for the back of the Astra, but the results may not always be good, especially if the texture isn't exactly shaped like the mesh, which happens sometimes to save space on the file. There are many ways to do it, but it's the one I like the most.

First, select the polys you want to map using the Select->Single tool, right click on each poly to select it. It should be red. In this case, the front grill.
astra-6.jpg


Now, go into 'Selected' mode (button on the right), pick Surface->Mapping->Assign UV and click left. The selected polys should be displayed in the UV Mapper view (they can be far from the texture, don't hesitate to zoom out to find them). Then, quit 'Selected' mode, go back to 'Object level', click on the polys on the UV Map view to focus them and do what you need to have them aligned.

Note that you can also use the 'Scale' and 'Rotate' tools to get the good alignment (useful for the front and the back of the car), and choose only to edit an axis (H, V, D buttons in the toolbar) to have something more precise.

After rotating the polys, moving them and scaling them I got that:
astra-8.jpg


It can be faster in some cases, it depends on the polys to map.
 
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Well I click the part and it shows on the UV window, but it doesn't show texture.
Progresssss_zpsd82ac458.png
Here's some progress and the part that I have a problem.
 
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Bisharp, please Edit your original posts, and do not double nor triple post within a 24-hour span. Also, do not slow-chat.

Thanks...

Here's some progress and the part that I have a problem.

Well I click the part and it shows on the UV window, but it doesn't show texture.

Well I don't understand this. Can you explain with a little more detail?

How can I open the car texture in PSicture?
 
Using one of the selection tools select the polygons you can't map, and then click on the Material button, select your material and click 'Apply to selection'. This should make sure the material is applied. Then, go into 'Selection mode' ('SEL' button), select the 'Reset UV' tool and click left anywhere in a 2D view. This should reset the mappings, and next just try to map them as usual. Hopefully they'll be in the view.

Don't forget that the polygons may be very far from the texture in the UV Mapping view, dezoom a lot and you'll probably find them.

I've stopped on the Astra (I accidentally deleted some polygons and didn't notice before saving the file), but I started the 155 which probably is one of the easiest cars to map, as long as you can find which part of the texture you should map at a certain place.
 
Hello everyone.
now i'm here after my little trip,and i think,i'm ready to make my big post about gt2 texturing system,wheels,suspension and much more...:drool:
so,let's start:sly:

1) Gran Turismo 2 Texturing System.

well,today i actually made a big work,and now i'm really can grab textures in their colours.
I was felleng like a mad hero,when it turned. (i mean started finding right colours and understand,how i need to do it)

so,now i can take out any textures from the game,even a track textures :D

(but only from driveable tracks,i don't know how to use hex editor or something like this,to chesk tracks and cars)

gt2 3d models sometimes have double-polygoned lights,i think,for reflection map and for braking lights.

gt2 3d models also have polygons,that don't have contact with car,but it's part of it. It used to map textures of some racing numbers and sponsors.
it's made for economy space on the PS1 Vram.
like if you a PD guy,who need to make a circle brakelights,but you have 2 polygons,that making a square,you will make texture of one circle brakelight ,transparent it where it needs to be transparent,and mirror it for other brakelight,but it all is 1 texture of brakelight.

little proof

92v7.png
[/URL] Uploaded with ImageShack.us[/IMG]


it seems,like gran turismo 2 have something in it's mind,that says her to mirror selected textures(not all)
(because every car texture have only one sided lights or windows,as example)

it may economy PS1 Vram:)

as a proof,here you can see the texture of tom's supra,that i made from the interests.:)
as you can see,car texture is cutted for parts like windows,lights,sides and more.every part of car has it's own pallete.

ymrk.png
[/URL] Uploaded with ImageShack.us[/IMG]

you can use it if you want by the way,i just made a picture of how it looks on the car (i made it in 2 minutes,so it looks not so good,as i can) :sly:

71t.png
[/URL] Uploaded with ImageShack.us[/IMG]


so,here we go

2) Gran Turismo 2 wheels

as you can see,no one gt2 3D model have anything like a dummy,that says "wheel should be here"

i think,wheel positions are somewhere in car suspension files.

problem is: i don't have gt2 simple black wheel 3d file,and i don't know,where it is.
without this file,we need to make our own wheels for car.
it's easy by the way.:)

3)Mersedes SLK GTR

Wikipedia says:
The Mercedes-Benz CLK GTR is a sports car and race car that was built by Mercedes-AMG, performance and motorsports arm of Mercedes-Benz. Intended for racing in the new FIA GT Championship series in 1997, the CLK GTR was designed primarily as a race car, with the road cars necessary in order to meet homologation standards being secondary in the car's design. Thus the limited production road-going cars were considered racing cars for the road.

After competing successfully in 1997, the race car was upgraded in 1998 for the 24 Hours of Le Mans and renamed the CLK LM. Following the construction of the CLK LMs and the CLK GTR road cars, the project would end in 1999 by being replaced by the Mercedes-Benz CLR Le Mans prototype...

Wikipedia ends now :D

so,the car is really in gt2,but as far i know,it was only in first 2-3 builds of the gran turismo 2,when only PD had acess to it.
but,mabye if i'll get gt2 demos from somewhere,i will take a look at every 3D car file and find it,but the probability of this is very low :D

even because i live in Russia,and you will not find any videogames shop here,that will sell you PS1 dicks :)

and i don't have money,to buy them on ebay.:scared:


bhzs.jpg
[/IMG]


8y19.jpg
[/IMG]

axuw.jpg
[/IMG]

ahyl.jpg
[/IMG]

yeeeeees,i know you saw theese images before,but nobody of you said,that CLK GTR could have 2 different colour schemes (take a closer look on blue and yellow mirrors)
this is kind'a interesting i think :3

in my opinion,CLK GTR was to became a racing modification.👍

i think it was removed because of lisence.mabye NFS bought lisence for this one.

conclusion :
now i can take any car texture fom the game.
it's cool!:D
we can totally convert cars now!!!:sly:

tommorow i'll try to texture 1 car,and show it :)

so,i like to think,you enjoyed this post and understand,what i was trying to say :D

tell me please,my english is creepy dissapointing or normal/understandable one?)


P.S.
I also think : how about making gt2-styled (low-polygonal)
CLK GTR model?:sly:
 
gt2 3d models sometimes have double-polygoned lights,i think,for reflection map and for braking lights.
I said something about those lights a bit earlier ;)

gt2 3d models also have polygons,that don't have contact with car,but it's part of it. It used to map textures of some racing numbers and sponsors.
it's made for economy space on the PS1 Vram.
like if you a PD guy,who need to make a circle brakelights,but you have 2 polygons,that making a square,you will make texture of one circle brakelight ,transparent it where it needs to be transparent,and mirror it for other brakelight,but it all is 1 texture of brakelight.
I'm not sure it's more economical (more polygons to draw instead of mapping the texture), but maybe that at some point in the development racing numbers could have been swapped. Or those numbers are actually higher-res textures to make the numbers readable. Anyway it's pretty common in games for labels. Some cars in GT2 also have a polygon for the third brake light.

it seems,like gran turismo 2 have something in it's mind,that says her to mirror selected textures(not all)
(because every car texture have only one sided lights or windows,as example)
it may economy PS1 Vram:)
No, it's just mapping. You can do that too in ZMod, just map the two sides to the same part of the textures. Simply some basic VRAM saving stuff.

as a proof,here you can see the texture of tom's supra,that i made from the interests.:)
as you can see,car texture is cutted for parts like windows,lights,sides and more.every part of car has it's own pallete.
IMO the game doesn't use palettes as we use them, like the pixels are actually mapped in the palette. I found that while mapping the Astra. But instead of pasting all the palettes randomly, you should've made a 'compilation' map with each 'good' part taken from the right palette. I did this with the Astra (only on the highest res textures):
goasn.cdp.jpg

2) Gran Turismo 2 wheels

as you can see,no one gt2 3D model have anything like a dummy,that says "wheel should be here"
i think,wheel positions are somewhere in car suspension files.
problem is: i don't have gt2 simple black wheel 3d file,and i don't know,where it is.
without this file,we need to make our own wheels for car.
it's easy by the way.:)
It would make a lot of sense, since we can setup the suspension geometry, ride height and all that stuff.
As for the wheels, ZMod has a handy cylinder primitive ;)

3)Mercedes SLK GTR
so,the car is really in gt2,but as far i know,it was only in first 2-3 builds of the gran turismo 2,when only PD had acess to it.
As far as I know, it's only been shown once, at the E3 demo, that has not been leaked to the internet (there's probably only a few discs, if they haven't been destroyed or lost in 15 years).

in my opinion,CLK GTR was to became a racing modification.👍

i think it was removed because of lisence.mabye NFS bought lisence for this one.
I'm not sure about the race mod, for what car would it be? The hidden CLK Race Car might have been at some point a race mod for the regular CLK, but the GTR is a very special model.

Yeah, probably something about EA buying the rights, but as the car resurfaced in GT4 who knows. Maybe PD didn't made the car fast enough for Mercedes (as you probably know, licensing is all about pleasing the car manufacturer so it lets you use the car in your game, usually be advertising it or making it look better than the others).
However I'm not entirely sold on the licensing issues. It's been the number one excuse for the lack of Porsches, but even Turn 10 was able to get the Porsche licence for their games.

tell me please,my english is creepy dissapointing or normal/understandable one?)
A bit hard to understand sometimes, but as long as it's understandable that's good ;)

P.S.
I also think : how about making gt2-styled (low-polygonal)
CLK GTR model?:sly:
Take the model from NFS4, or any old game that features the car. Pick one from the IGCD:
http://igcd.net/vehicles.php?make=Mercedes-Benz&model=CLK-GTR&width=1920
 
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