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  2. I'm very glad the objects are in the right place, heh. Ninja ripper was quite helpful but piecing together a level with thousands of meshes by hand... I'd prefer not to! 😄 although the more recent versions of it seem to be able to rip stuff in the right place.... I don't get paid for a few weeks otherwise I'd try that lol. At that point I'd rather pay someone to write me a blender import script. 😛 I'll have to give that plugin a look... I did try getting vertex colours with meshlab but couldn't really get anywhere with that. It's not only the interactive objects that need rotating; for example the island planters are all rotated the same way, if I recall each one makes up half of the full planter; not difficult to rotate those into position, but inside the movie lot itself are a boatload of spotlights which all have their own unique rotation. I would get a screenshot but I'm at work at the minute, maybe when I get home. Thanks for your help on this btw.
  3. Today
  4. https://aluigi.altervista.org/bms/spiderman_pcpack_nch.bms
  5. Anyone got any idea about the textures for the model? I've already extracted the model and the textures/materials, but I just can't seem to get them to line up properly.😭
  6. im not entirely sure if im allowed to blast people with random .exes, but here it is anyways. as always, make sure to check the github readme for instructions, etc etc. also, make sure to replace DSCSTools with DSCSToolsCLI in the command. its a command line program so theres no gui or anything... you're better off looking up how to use command line programs if you dont know. im really bad at providing tech support. all of the model turnarounds in the artbook are prerendered, so if you were thinking of getting the models from there: no dice. i know for a fact that nigou is in the files but i personally havent found him yet. DSCSToolsCLI.zip
  7. Depends on. ObjectGeometry has m__colors and m__positions but no m__rotations. (You should be glad to have objects at their correct positions and not clumped together, btw. ) edit 2: vertex colors is a hurdle with wavefront obj edit: inserted a Console.WriteLine() in read_instances() which is called for .ins afaics and got a log (using pipe with the exe since it's a graphic GUI): (Little bit confusing why there's a "def" inserted before "islandplanter" - somehow the program must do this.) If only interactable objects suffer from the rotation problem of the tool chances are high that they're rotated by script (just a wild guess).
  8. Can anybody help or knows something? 😅😓 Perhaps the ps3 version ripping know how? without having to use emulators 🤔 Bump
  9. One year later? (I don't even find the point cloud I had created...) edit: Samurai Champ CHO001.GMF
  10. It is too bad! I really should've learned... I could've solved my own problem years ago, heh. I believe the import_zaxis is meant to be part of the THPS tools; having said that, that plugin is built for an older version of Blender. It might not be doable on the current version, but again, I don't know - the more current Blender plugin is called NXTools. And, as an example, the Movie Lot level (MOVIE.GEO/INS) has various geometry instances such as "prop_islandplanter02", "prop_islandplanter03" etc. in the .INS which all refer to "propdef_islandplanter" in the .GEO file. This seems to be the case for every object that appears multiple times in the level; perhaps the PropDef has an ID which the .INS calls, I'm not sure. I'd have to take a closer look in a hex editor to be certain. If you change those instances to "propdef_islandplanter", the level tool will import them successfully. Would it be at all possible to retain the vertex colors and object rotation?
  11. Too bad. Looking at the projects the C# one is from 5 years ago and the py one from 7 years ago. The import_zaxis.py is part of the Tony Hawk's Pro Skater scene import/export. Or is it meant to work standalone? My time is limited but if you gave more details what you did exactly (including the names of the geo/ins files) I could try to add changing the names to the code.
  12. Well, worth a shot lol. I don't know anything about coding.
  13. It's so strange, I thought if it was in the artbook with the 3d model viewer, that the model had to be somewhere. Those can't be pre-rendered, right? I don't know too much about this kind of thing.
  14. 256 python lines where 100 of them are enums? Surely not.
  15. Thanks bro
  16. is there still any bms script that can extract .pak from pubg?
  17. Any updates for this? I grew up with the anime and this game and I would like to extract the models to potentially port them into gmod.
  18. Alright, I think i found the game resource.
  19. Yesterday
  20. I can be proven wrong, but I've yet to see him outside of cutscenes, which are pre-rendered. So I personally doubt he'll be in the files as a model.
  21. I included some more details on the linked ZenHAX thread, but the long and short of it is that many objects in the INS file reference meshes in the GEO file and then place them into the level - these instances use names that are different to the meshes' names in the GEO file. If you use a hex editor and change the names of those particular instances to the names of the meshes in the GEO file, you can get the level tool to import them. They are all, however, rotated the same way, and some objects even have pieces missing in the actual game (for example, in the Movie Lot level, there is a curved dolly track that is used in two areas of the level - same mesh - but in one place the track itself is shorter) so I'm assuming the information regarding their orientation as well as some other stuff is stored elsewhere. Apparently the tool does import the vertex colors, but they are lost in the conversion to OBJ. And in relation to converting the tool to a python script, I wasn't expecting a 1-to-1 conversion, however the creator of the tool did at least begin work on writing a script of his own: https://github.com/Morten1337/io_thps_scene/blob/zaxis-importer/_zaxis_notes.txt https://github.com/Morten1337/io_thps_scene/blob/zaxis-importer/import_zaxis.py Not sure how much help that is, but there you go anyway 😛
  22. Same here. Well if anyone smarter than me figures it out, please let me know if the Sirei model is in the files
  23. Unfortunately I don't know, I found this mega link from back when I did MGSV modding, and the upload date was long before that, I found it on some forum. My best advice is to look around the MEGA drive and see if it's there, if not, searching through GitHub, XenTax archives, old YouTube videos, and just generally google might help find tools to extract an updated build. When I found out about extracting the game originally, you needed a bit of actual PlayStation source code in order to extract the .PSARCs, which was a bit of a pain to get a hold of, but it did work. If further help is needed, I can try scrolling through my archives to find what's needed.
  24. You should give more details. I'd be surprised if someone would. Form1.cs has 49 kB, the utils folder around 53 kB. You seem to underestimate the efforts to recreate this as a python script.
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