Quote:
Originally Posted by dogtorque
Well I just hope that someday someone can unlock the connector road or add the collision data.
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That will take years, and a diehard community willing to learn how to crack files. (And considering how these are UNDOCUMENTED FILE FORMATS that change with every game, thankfully,
Quote:
Originally Posted by dogtorque
Well I just hope that someday someone can unlock the connector road or add the collision data.
Does any one remember when the nfs team promised that they would finish the roads and canyon? yeah I do they really didn't finish the map.
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I still do. As well as every other NFSW veteran out there on the internet. (Like 100+ strong by my assumptions).
But if you were a dev importing such a thing isn't easy. (Especially with those 2 bridges).
I would
HIGHLY suggest you to join whatever modding community a game has. You'll learn a lot about a game from modding forums.
That area was being rebuilt FROM SCRATCH (aka whatever NFS library of road/building/tree/etc).
It changed so much that I actually stopped my
what's open map project.
(I have considered ripping and re-assembling that section in a 3d modelling package just to get the road spline for the map, but it just isn't worth the effort)
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Anyways, to extract the eye candy (meshes and textures and music...) to a intermediate form and work on it it's doable. But you need to work as team for regions with the right software.
You have to work with diffuse, normal/bump map, and shaders. (along with having a strong grasp of space, geometry math, and computer science)
You can do everything, but importing anything (aka "adding" in your words) is the last hurdle and impossible till the file format gets documented and cracked. (usual by successfully reading files into a usable form)
To BUILD (not add) the collision data is kinda impossible now.
You need to know how the game stores collision detection data
Some games uses virtual walls (Viper Racing)
Some games uses flags, stored as string or integer (aka, NFS3/4)
Some use collision boxes/meshes (aka Bus Driver, Shift 2)
Some other collision system you don't know about (use google search)
Some games are too complex and don't draw attention, or are virtually forgotten.
And you can't add collision data if you don't know how it's stored. (catch 22)
Since no-one has the tools, you need to:
0) have a strong grasp of logic. (and common sense)
1) do background research (including on file headers)
This is where using a search engine (instead of asking) comes in handy.
aka, NFSW uses EAGL 3.0, modified to run flash components, time cycle is bit under 6 hrs, GFX files are UI components,
where NFSW client files are stored
VARIES DEPENDING ON HOW WELL DOCUMENTED THE GAME FILES ARE
("BUY ERTS" strings in some EA games... lol)
2) Find relationships in how the data is stored
THIS MAY TAKE YEARS
3) Properly document the file formats,
GOES ALONG WITH #2
4) Write a program that can convert data. (requires good programming skills, Not cowboy coding. :P)
5) Test it.
6) update it
7) repeat 5 and 6.
8) release it
9) repeat 5 and 6
And believe me, saying it is easier than it seems
GTA modding community is much larger and attracts the best modding talents, so we have whoever is loyal to the NFS series. (aka nfsu360)
Or whoever gets interesting in NFSW modding and has the right skills and luck..
So even if you were to successfully extract content. (like this :P)
You
won't be able to import it back into NFSW until someone cracks those file formats. (And most of the work is done on people's free time)
ADD-ON: Most of the stuff that has been added thus far is the result of what the hacking community knows about the game (no offense Berkay, Kekule, et al) and experimentation.
And Mitmproxy/dump
(I belong to the modding community, kinda the same, yet kinda different)