1/
I didn't notice there were HQ drawings for the non-prototype tracks

2/
For WO3, see my final release of the tools:
https://github.com/aybe/WXX-Rebirth/releases/tag/latest

They will also work for Wipeout 1/XL (for CMPs and TIMs), make sure to see the README.TXT first !

3/
I haven't really made any progress in WO3 beside fine-tuning and finishing the above tools, like I've seen you enhancing the WebGL experiment recently, I am focusing on it to get WXX-Rebirth on par with it first.

I've finished the loading of textured models and the surroundings such as packing textures:

snap0824.png

snap0825.png

snap0823.png

I am close to get the same LOD that there's in the experiment, the next big step in comparison to the experiment will be to object-ify scene objects so they can be used in a game.

4/
Regarding formats of Wipeout 3,
  • I'm pretty convinced the vertex data is the same since it's on PSX
  • Objects now are presents and there should be indices pointing to them, unpack a track's PBP and search for strings such as CUBE, you'll find them


When you unpack a PBP you will see that:
  • 4 small files with lots of blanks
  • probably track-related data
  • track vertices
  • probably billboard stuff since textures are right after
  • track sections or something
  • track textures
  • 2 groups of ship-related data (depends though)


Do not hesitate to share your findings or ask for help, multiple pairs of eyes are likely to help in deciphering all this mess.

5/
Basically once I reach about the same rendering as in the experiment I will take some time for WO3.

PS: in the WebGL experiment, do you know what the track faces and sections are representing ? thanks