Searching For Evidence of Hidden Things

  • Thread starter HACKr
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Okay, I noticed more and more that I missed some cars when I compiled my GT2 beta car videos. Not just the cars Super Frizzio and MMRivit brought up, but other cars that I forgot to check such as the Spoon Hondas. It looks like I have to make one more video.
 
So GT2 modding became fially a thing? What a time to be alive.
When will we be finally able to set up online rooms and put custom liveries on cars?:lol:
This is great and all, I just wish GT3 modding became a thing too. I can fix names of cars (removing unnecessary capitals, Aussie localisation, etc.) but that's about it.
 
For me, I could edit the textures and recreate the Mk1 Lotus Exige or the real Acura Integra Type R. There's also the black R390 and GT1 to be considered.
 
For me, I could edit the textures and recreate the Mk1 Lotus Exige or the real Acura Integra Type R. There's also the black R390 and GT1 to be considered.

Maybe we could make the Black R390 GT1 from Gran Turismo 4 would be good. Most of the cars on Cars.dat, but I have no idea on how to import the beta cars to the full U.S release. Hopefully someone will make a tool for Gran Turismo 1 modding.
 
For me, I could edit the textures and recreate the Mk1 Lotus Exige or the real Acura Integra Type R. There's also the black R390 and GT1 to be considered.

With Integra, I guess take the body of the JDM models and slap USDM lights on it? 💡

I have similar ideas, such as changing the Acura decals in NSX-R LM GT2 to Honda, fixing [R]Laguna front bumpers, changing [R]GT-R LM and [R]Accord Sedan (as well as beta Xsara Rally Car) rims, adding rims to E36 3-series and S4 Estate, and more! Even port NSX-R GT1 Turbo and NTSC-J exclusive Griffith RMs to GT2! :D
 
With Integra, I guess take the body of the JDM models and slap USDM lights on it?
No, you're close though. I was thinking of taking the US-Spec Integra RM and re-painting it. Though, that's once it's possible to edit liveries.
Acura Integra Type R RM.jpg


EDIT:
For the integra Type Rs under Acura, I'll replace the "1995 Type R" with a real 1997 Integra Type R and replace the 1999 Type R with a real 2000 Integra Type R.
 
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Alright guys. It took me a while, but here it is: a quick tutorial on palette hex editing (and texture editing, if you're up to the challenge). Let me know if there's something that needs better clarification.

First of all, the tools used:

-PSicture: this process requires some trial and error, so it's good to keep an instance of PSicture ready to check the results as you edit the texture file.
-Hex editor: yes, the entire process of editing palettes and textures described here is done through hex editing. In this tutorial, I'll use XVI32.
-MS Windows' calculator: for value conversions. It must be set to developer mode.


Then, the file structure:

-Palettes: located from 0x20 to 0x439F. Each color option in GT2 is composed of 18 palettes of 16 colors each. Each palette is composed of 32 bytes, with two bytes for each individual color. Which pixels are affected by each color is determined by the bitmap that follows. There is enough room for 30 color options, but the most that GT2 seems to make use of is 16. The colors are in the BGR555 color model, which will be explained later in this tutorial.

95tut1.png

Palette set sample. The blue squares marks the start/end of the set. The 5th palette (interpreted by PSicture as 6th) is highlighted.


-Texture bitmap: located from 0x43A0 to 0xB39F. If you're really interested in editing this by hand (there are 57342 pixels!), the rule is simple - each byte determines the colors of two pixels according to the current palette. Pay attention, however, that the digits are reversed, so the first digit determines the second pixel and vice-versa. The digits go from 0 to F, representing from the 1st to the 16th color in the palette.
For example: a byte that reads 'B4' means that the first pixel will receive the 5th (4) color of the active palette, while the second will receive the 12th (B) color.
PS: if someone knows an easier way of editing these bad boys, please let us know!

95tut2.png

Raw bitmap sample. The highlighted bytes represent the first 256 pixels of the texture sheet.


And now, the dirty job of palette editing:

1. Open PSicture and, with the "Open as raw..." option, open your decompressed .cdp (daytime textures) or .cnp (nighttime textures) file. Make sure your settings match the following:

-Width: 256px
-Height: 224px
-Bits per pixel: 4
-Offset: 16800
-Number of palette (height): 16


95tut3.png

Once the file is open, you can cycle through the palettes by pressing F7 and F8.

Remember: PSicture displays the first 32 bytes of the file as a palette, even though it's just the number of available colors and each individual color code. Due to this, PSicture won't display the actual 16th palette. It won't display the last two palettes either. It also only displays the first color option available, so it's best to work on a separate file - editing the first color option - and then transfer the new palettes to the original file. You can either replace an existing color option or add it to the file, by placing the palettes right after the last set - in this case you have to update the number of colors in 0x0 and place the color code in the end of the list that follows.

2. Open the same file with the hex editor. Go to the palette you want to edit and try to find the pixels you want to recolor. Since we're working with trial and error, try changing the color codes to something like 'FC FC' (displays as pink) to make it easier to see what changed, and memorize/keep note of what you just changed so you can quickly revert it if it's not what you're looking for. Every time you edit something, save the file and refresh PSicture (just press enter) to see the latest edits.

95tut4.png

'FC FC' displays as pink, making it easier to see what you're editing.

3. Once you've found what to recolor, it's time to get the correct BGR555 color code. Naturally we work with RGB888, so a bit of math is required here.

-First: choose your color and get its R (red), G (green) and B (blue) values. Pick each of these values and apply the following formula: "('value' * 31) / 255". Windows' calculator will keep the resulting values rounded for you, given you've enabled developer mode.
-Second: convert these values to binary - Windows' calculator in developer mode is VERY handy here.
-Third: enter the binary values in the calculator in blue-green-red order - paying attention to zeros at the left ('101' becomes '00101' and so on) - and convert them to hexadecimal. The result is the color code you'll use.

Master example:

RGB888 (original, dec) = 150, 200, 250
RGB555 (1st step, dec) = 18, 24, 30
RGB555 (2nd step, bin) = 10010, 11000, 11110
BGR555 (3rd step, bin) = 111101100010010
BGR555 (3rd step, hex) = 7B12

4. Now that you've found the correct code, replace the relevant bytes in the palette with those from your code - in reverse order. For example, '7B12' should be inserted as '12 7B'. Repeat the process with all colors you want to change and have fun!

95tut5.png

Ever wanted a Viper GTS-R with RED stripes? Now you can!

Note: once you've recolored the daytime textures, you can just copy most of the custom palettes to the .cnp file. The only noticeable difference between the files is the headlight palettes that might be recolored individually.
 
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I opened the .cdp file on PSicture and im trying to mod the Viper GTS-R like you did.. Are the palette examples you did at the start of the tutorial based on the Viper GTS-R? I mean I searched on Hex Editor some values i saw there like "7B 6B" or "18 RF" but I can't find any value.. So maybe the palette example screenshot is based on another car instead of the Viper GTS-R (?)
 
Yeah I know but I was referring to the palette screenshot example:

95tut1.png

Palette set sample. The 6th palette is highlighted.

Edit: Tried to mod the Viper but probably I modified something wrong with hex editor.. I'm 100& sure because I still could modify the car palette textures but when I try to open the car ingame it shows an error "OPCODE 18 (PC 00000084) (4404, 0)
 
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Oh. Well I guess it is. I mean it wouldn't make sense that it's not. However since he said palettes are between 0x20 and 0x439F , they're basically starting from the top.
 
Hey guys. Can i join this gran turismo 2 modding thingy????
I like to see a gran turismo 2 modded. Do you think we can model Cars like a f1 and put it in the game?? Here's a sample
We can model the Ayrton Senna f1 and replace some of the honda special cars. like the s2000 gt1
What do you guys think?
And we can make the custom logo!!
Here's the logo and the car
15mclaren-honda-logo.jpg

Ayrton_Senna_1988_Canada_cropped.jpg
 
To make it easy. we can import this mclaren mp4/4 Model into gran turismo 2 and edit the textures of the replacing car
We can use this model made in blender. And import it to 3ds max to export it later
 
Or imagine that we can change the clk race car 3d model and texture to the lovely clk gtr!!
it would be more easy to make the road version. but who cares??? Just we want a cool car!

images
 
1st of all, don't triple post like that; this site has a rule against that sort of thing.

2nd, model porting from outside sources still hasn't been shown possible yet. So, your dream of driving a MP4/4 in GT2 is going to have to wait.
 
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I opened the .cdp file on PSicture and im trying to mod the Viper GTS-R like you did.. Are the palette examples you did at the start of the tutorial based on the Viper GTS-R? I mean I searched on Hex Editor some values i saw there like "7B 6B" or "18 RF" but I can't find any value.. So maybe the palette example screenshot is based on another car instead of the Viper GTS-R (?)
You're right, the samples used were from the Castrol Supra GT, not the Viper GTS-R. They've been replaced with samples from the GTS-R for consistency.
 
1st of all, don't triple post like that; this site has a rule against that sort of thing.

2nd, model porting from outside sources still hasn't been shown possible yet. So, you're dream of driving a MP4/4 in GT2 is going to have to wait.
Don't worry bro. If you have modelling skills. i think you can put in the game the modded car
Possibilities are infinite. So don't worry bro

PD:In the 1st thing of tripleposting. you was talking very rude. calm down dude.
 
Or imagine that we can change the clk race car 3d model and texture to the lovely clk gtr!!
it would be more easy to make the road version. but who cares??? Just we want a cool car!

images

You would need to know the programming of GT2 to put custom cars in, it hasn't been possible since we need cdp and cnp files, which have model data.

Edit: Also we would need to convert the raw files to a .blend and .3ds file structure; so no need to go into the advanced stages of modding GT2 like a PC game.
 
PD:In the 1st thing of tripleposting. you was talking very rude. calm down dude.

I don't really think he was rude.. He just told you a rule that this site made..

You're right, the samples used were from the Castrol Supra GT, not the Viper GTS-R. They've been replaced with samples from the GTS-R for consistency.

Good.. :) Also thanks for this tutorial.. Its really great and helping and you explained in a perfect way! :)
 
You would need to know the programming of GT2 to put custom cars in, it hasn't been possible since we need cdp and cnp files, which have model data.

Edit: Also we would need to convert the raw files to a .blend and .3ds file structure; so no need to go into the advanced stages of modding GT2 like a PC game.
Well.. that's right
 
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