We had the pleasure of being featured on Radio Herne in a short but insightful 90-second interview about the world of game development! 🎮
In this quick segment, we shared a general overview of what it’s like to get into the industry, the excitement and challenges of those first steps, and what we do at phosphorus.games. Whether you’re curious about starting a career in game development or just want a glimpse into what makes this industry so special, it’s worth a listen!
If you want to import some or all Need For Speed III – Hot Pursuit PSX tracks to blender this short guide might help you.
I digged into it to get to the data of the Playstation-only Tracks Autocross, Caverns, Scorpio-7, Space Race and The Room, but also to finally see the legend TR02B myself.
Personal trivia: I knew that there needed to be some sort of hidden tracks and cars beside the ones that I could ever find as I can clearly remember as if it was yesterday when I read an article about the upcoming NFS3 game showing a screenshot of both track and car that I could never find in the (PC-)release version. Due to the fact that I never had a PSX myself but playing it on PC, I honestly never looked after it. Today I found out that the screenshot was representing the Autocross-Track with the PSX El Nino which has (for some reason) differences in it’s rear end textures.
Adobe Photoshop (or any other tool with the ability to batch-convert BMP-files to PNG-files)
Setting up OpenNFS
This step might be optional as there could be other ways to get your hands on the texture of those tracks, but I found it the most easy way once you set up OpenNFS.
Once you have downloaded OpenNFS you may just want to extract the zipped folder to a location of your choice.
Following the original installation instruction (mirror) you then need to copy the whole NFSIII-PC files obtained from your original NFSIII-PC CD to resources/NFS_3 and the extracted files from your NFSIII-PSX CD to resouces/NFS_3_PS1, so that both folders look like the following screenhots show:
The following step with OpenNFS might be obsolete as there are other tools to convert the textures to BMP, PNG or whatever, but I personally found it the most easy way just to click through the dropdown in OpenNFS waiting for the tracks to load and have the textures all ready in each folder instead of working on a cli.
Starting OpenNFS
Once you started OpenNFS select TR02B (or any other track you like) from the track dropdown
In the cli window in the background you will notice some stuff going on, just be patient and wait for the track to load.
Once the track is fully loaded you now may exit OpenNFS or take a lap around the track – your choice.
Afterwards you navigate to the installation directory of OpenNFS and jump to
/bin/assets/tracks/NFS_3_PS1/
In there you will find all track-folders you already opened in OpenNFS containing each track’s textures as BMP files.
e.g. ZZZTR02B
Converting the BMP files to PNGs
As there are many ways to achieve that I will leave that up to you, I used a simple photoshop action and batch-runned it to get them into PNGs.
I suggest to store the png files in new folder. Personally, I always create new folders like
ROOT/exports/nfs3/tracks/tr02b/png
Converting the TRK files to Blender with TRK2Blender
Open the tool “TRK2Blender”, navigate to the PSX-files-folder within your OpenNFS installation directory and select the corresponding trk file, e.g. ZZZTRK02B.
Afterwars you will see the conversion process running
Prompting “Conversion complete, please exit.” when the process is completed. Within the NFS3-PSX file folder in OpenNFS’s resources you then will find a new folder named after the track file you opened containing all .lwo files.
Note: At this step I suggest to copy all .lwo-files to the export-folder above just to keep an eye on the exported files for later use maybe.
ROOT/exports/nfs3/tracks/tr02b/
Make sure you copied the bmps converted to png in the subfolder (here “PNG”; but the name is up to you, e.g. “textures” or whatever).
Start Blender
Once you started blender I prefer to empty the scene to remove unused content.
Open scripting tab, click “new” and paste the following script.
import os
import bpy
# put the location to the folder where the objs are located here in this fashion
# this line will only work on windows ie C:\objects
path_to_obj_dir = os.path.join('C:\\', 'Users', 'USERNAME', 'PATH', 'TO', 'YOUR', 'FILES')
# get list of all files in directory
file_list = sorted(os.listdir(path_to_obj_dir))
# get a list of files ending in 'obj'
obj_list = [item for item in file_list if item.endswith('.lwo')]
# loop through the strings in obj_list and add the files to the scene
for item in obj_list:
path_to_file = os.path.join(path_to_obj_dir, item)
bpy.ops.import_scene.lwo(filepath = path_to_file)
Make sure to edit the “path_to_obj_dir” var to match your folder structure, e.g.
Folks, after many, many months of silence, there might be light at the end of the tunnel.
Not bothering you with private details, there is in fact time again to follow my projects, and that means, that there is also time again for the games.
Not spoilering that much right now, but the first release(!) might be heading it’s way and could be lying under your xmas-tree.
With not spoiling too much, here are two more Karts for Vannacart, without any comment in general, as THAT would spoil too much of which characters these are for.
But maybe you find the one or another hint.
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