Posted: 08 Jul 2008, 09:07
They aren't in any crazy proprietary packing format and are exposed much like Re-Volt files.
The texture is in a tga file, which is easily adaptable to Re-Volt (with some brightness adjusting and selective "pureblacking" of the windows to show the interior).
You can change the color of the car with Conditional Hue/Saturation in Paint.NET with some fine adjustments, then you have to flip the bitmap vertically because the UV is messed up for some reason... although my conversions will have the UV flipped in LithUnwrap for the sake of making sense.
There are no wheels, but I'm sure you can get your own, and I might pack up the wheel textures that are included to be used in Re-Volt too.
The meshes are in .dat files, which are openable in ZModeler 1.07b, do some tweaking around if you understand conversions and you wanna try something different.
(Edit: upon further inspection. you'll have to remap the mirrors becuz they are mapped to the same part as the windows... umph.)
The texture is in a tga file, which is easily adaptable to Re-Volt (with some brightness adjusting and selective "pureblacking" of the windows to show the interior).
You can change the color of the car with Conditional Hue/Saturation in Paint.NET with some fine adjustments, then you have to flip the bitmap vertically because the UV is messed up for some reason... although my conversions will have the UV flipped in LithUnwrap for the sake of making sense.
There are no wheels, but I'm sure you can get your own, and I might pack up the wheel textures that are included to be used in Re-Volt too.
The meshes are in .dat files, which are openable in ZModeler 1.07b, do some tweaking around if you understand conversions and you wanna try something different.
(Edit: upon further inspection. you'll have to remap the mirrors becuz they are mapped to the same part as the windows... umph.)