Quote from: Cas on December 10, 2021, 09:36:28 PMThanks for that explanation. I had read that CarWorks allowed for importing and setup of custom cars, so I figured it was full intended for that after I wasn't able to view the base cars models by default. I was unaware of "stunpack" for Stressed, but thanks for mentioning that!
The reason why you weren't able to open the 3D shapes in CarWorks is because original cars come with its files packed (P3S for the 3D shape and PVS for the dashboard images) and only the RES file (that contains the behaviour information mostly) can be directly read. There's another tool called "stunpack" that comes with Stressed and can be used to unpack these files to 3SH and VSH, which CarWorks can read. Correctly configured, CarWorks will automatically call this tool when reading compressed files. The current version is missing a few things, but does indeed generate the wheels (although it doesn't display them in the 3D view).
Quote from: Cas on December 10, 2021, 09:36:29 PMThanks for the explanation of that as well. Once I saw that Stressed broke the pieces down into polygon and non polygon based elements, and it wasn't exporting the wheels/tires, I figured it wasn't possible in either program. If I get around to this idea, I'll either just try and make some simple cylindrical wheels in Blender, or take some existing wheels from a similar AC car if need be for physics. It might not like perfectly smooth wheels/tires in that game.
3D shapes in Stunts are stored in a way that can represent polygons up to 10 sides, but also wheels, points, line segments and spheres. When Stressed and CarWorks export to OBJ, there is nothing they can use to represent anything that's not a polygon, so these items are not exported. It would be possible to make a tool that can export to OBJ in a way that's more oriented towards using the model in Blender and other tools, but without the intention of later bringing the model back to Stunts. In that case, wheels and spheres could be rebuilt as sets of polygons and line segments could be represented as thin polygons. I've considered this at some point. It's some work and it's probably easy enough to just recreate these items in Blender, but maybe one day I'd do that.
Quote from: Cas on December 10, 2021, 09:36:30 PMI think I saw that discussion actually before posting this thread. Totally understandable about the difficulty involved. Would still be interesting to see it though, so mark me down as someone would would like to see it happen someday. 👍
Somebody asked some time ago about a tool to export a Stunts track with all of its elements to a format readable by Blender. The difficulty would be exactly the same. Both things could be solved with the same procedure.