Yep, that car is actually called Ignition and it's
available to you after completing Mirror Championship, as you can see on
this page.
Quote:
Originally Posted by Zapeth
@jigebren: Thats incredible work you did there, I'd love to get some more insight of the game's file structures (and of course the plugin itself) :P
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Thanks. Well, I have gone a bit further since my last post though but most of my time has been taken but another project in the last two weeks.
It would be too long to explain the files structure right now, but here's a summary of what I currently know:
COL:
The colors palette. Format known.
MSH:
The world meshes (including moving objects). Format known, except Flags still unknown.
PAN:
Format unknown.
PIC:
An image. Format known.
PLC:
The position (and probably flags) of the MSH meshes. Format known, except Flags still unknown.
POS:
Data for the moving objects. Format unknown.
SHD:
Unknown.
SRF:
Unknown.
TAB:
Unknown.
TEX:
The textures. Format known.
TRI:
Likely the racing line. Format unknown.
Well, as I said I have not real plan for the plugin for now, but if there's some interest for it, and if I have time (and motivation) to polish it I'll think about sharing it. For now all the format marked as known above can be imported in Blender, and can also be dumped to a text file. The unknown flags can be displayed as well, which may help to understand their purpose.
Anyway as you can see, though the main formats are known there's still a lot to discover... And as long as some formats are still unknown there's no hope to replace an existing track by a user creation, making the plugin almost useless. But if anyone is able to understand some of the remaining formats structure (I use to use a simple hexadecimal editor for that) I'd be curious to hear about it