Level data extraction - CTR-tools/CTR-tools GitHub Wiki
In order to extract level mesh from game files:
- Obtain original LEV and VRM file of the level in question
- extract bigfile.big from CTR CD
- extract bigfile.big using bigtool
- navigate to
bigfile\levels\tracks
folder, here you can see bunch of folders, one for every race track in the game
- make sure LEV and VRM files are located in the exact same folder (that's by default)
- open LEV file in model_reader using command line or just drag-drop LEV file on the tool's icon
- given your file is named data.lev, an extra folder called
data
will be created to store the content
The content extracted should include these files and folders:
data_Low.obj
- a Wavefront OBJ 3D model of low LoD mesh of the level.data_Low.mtl
- material descriptors used by the modeltexLow - all
low LoD textures used by the model abovedata_Med.obj
- normal LoD mesh of the level, highest mesh density stored in the file.data_Med.mtl
- material descriptors used by the modeltexMed
- all med LoD textures used by the model abovetexHigh
- smaller tile pieces, used to form the highest LoD level, the process was nicknamedtageing
short for montageing.texMontage
- actual recombined textures from texHigh tilesmodels
- contains all instanced models within the file (such as game objects, crates, etc.)texModels
- all textures used by instanced models_layouts.bin
- a binary list of all texture data in the file. used for texture replacementenviroMap.png
(optional) - environment texture used for reflections in the level