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Early NYC_Vehicles.sp experimenting
Posted: Mon Nov 23, 2015 10:12 pm
by PostalDude
Mark found an early nyc_vehicles.sp on the PS2 version with models dated Nov of 2005, and via some magic, he got it to work, and of course he hooked me up and told me how to do it.
Aside from some vehicles not having certain bodykits yet (and causing the game to crash as a result), the 99.9 percent chance of the Eurotech Lifter being present in the files, the Ram Raider having a grittier looking texture and this:

(if you're too thick to notice it, they're hardtops instead of convertibles)
It's more or less the same as the final otherwise.
Re: Early NYC_Vehicles.sp experimenting
Posted: Mon Nov 23, 2015 10:43 pm
by PostalDude
Started a new game and entered the CARSHOW cheat, got this

Re: Early NYC_Vehicles.sp experimenting
Posted: Mon Nov 23, 2015 11:00 pm
by PostalDude
Re: Early NYC_Vehicles.sp experimenting
Posted: Tue Nov 24, 2015 9:14 am
by PostalDude
Here's a picture of the aforementioned Ram Raider with a grittier texture:

Re: Early NYC_Vehicles.sp experimenting
Posted: Tue Nov 24, 2015 12:23 pm
by Fireboyd78
Re: Early NYC_Vehicles.sp experimenting
Posted: Mon Jan 18, 2016 2:32 pm
by Wheels
Re: Early NYC_Vehicles.sp experimenting
Posted: Mon Jan 18, 2016 2:35 pm
by PostalDude
Wheels wrote:CarLuver69 wrote:Through some advanced ISO modifications, I was able to replace the Boldius with the Eurotech Lifter...but sadly it's invisible.
-snip-
I don't know if we'll ever see the model itself...what a shame 
Try making a model of what you think the Eurotech looks like, then try using the texture on the model, and see if it matches.
That's what CL69 and I were saying a few months back when we were chatting on Steam about it, there's no way the actual mesh for it exists.
Re: Early NYC_Vehicles.sp experimenting
Posted: Mon Jan 18, 2016 2:37 pm
by Wheels
PostalDude wrote:Wheels wrote:CarLuver69 wrote:Through some advanced ISO modifications, I was able to replace the Boldius with the Eurotech Lifter...but sadly it's invisible.
-snip-
I don't know if we'll ever see the model itself...what a shame 
Try making a model of what you think the Eurotech looks like, then try using the texture on the model, and see if it matches.
That's what CL69 and I were saying a few months back when we were chatting on Steam about it, there's no way the actual mesh for it exists.
That's why I suggested creating a brand new mesh.
Re: Early NYC_Vehicles.sp experimenting
Posted: Mon Jan 18, 2016 3:59 pm
by Fireboyd78
The model does exist, but it doesn't render in-game. The only way we'd possibly see it is to decode the PS2 model format, which is one of the hardest formats to crack...
Re: Early NYC_Vehicles.sp experimenting
Posted: Tue Jan 19, 2016 11:28 am
by Wheels
CarLuver69 wrote:The model does exist, but it doesn't render in-game. The only way we'd possibly see it is to decode the PS2 model format, which is one of the hardest formats to crack...
Which is...?
Re: Early NYC_Vehicles.sp experimenting
Posted: Tue Jan 19, 2016 12:53 pm
by Fireboyd78
Wheels wrote:CarLuver69 wrote:The model does exist, but it doesn't render in-game. The only way we'd possibly see it is to decode the PS2 model format, which is one of the hardest formats to crack...
Which is...?
I don't know how to explain it to non-programmers, but it's extremely complicated and involves the use of something called "VIF Tags". Documentation on this stuff is scarce and spread out, which makes it difficult for me to understand how it works and what data I need from the model packages.
Re: Early NYC_Vehicles.sp experimenting
Posted: Sat Jan 23, 2016 4:39 am
by Wheels
CarLuver69 wrote:Wheels wrote:CarLuver69 wrote:The model does exist, but it doesn't render in-game. The only way we'd possibly see it is to decode the PS2 model format, which is one of the hardest formats to crack...
Which is...?
I don't know how to explain it to non-programmers, but it's extremely complicated and involves the use of something called "VIF Tags". Documentation on this stuff is scarce and spread out, which makes it difficult for me to understand how it works and what data I need from the model packages.
I hate weird file extensions.
Re: Early NYC_Vehicles.sp experimenting
Posted: Sat Jan 23, 2016 9:23 am
by PostalDude
That's...not a file extension.
Re: Early NYC_Vehicles.sp experimenting
Posted: Sat Jan 23, 2016 10:50 am
by Wheels
PostalDude wrote:That's...not a file extension.
Oh sh*t. Sounded like it was. Whoops...
Re: Early NYC_Vehicles.sp experimenting
Posted: Wed Mar 02, 2016 7:51 am
by DRay40
CarLuver69 wrote:Wheels wrote:CarLuver69 wrote:The model does exist, but it doesn't render in-game. The only way we'd possibly see it is to decode the PS2 model format, which is one of the hardest formats to crack...
Which is...?
I don't know how to explain it to non-programmers, but it's extremely complicated and involves the use of something called "VIF Tags". Documentation on this stuff is scarce and spread out, which makes it difficult for me to understand how it works and what data I need from the model packages.
isn't Wii easier?
Re: Early NYC_Vehicles.sp experimenting
Posted: Mon Mar 14, 2016 4:50 pm
by Wheels
DRay40 wrote:isn't Wii easier?
Wii... why?