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Showing results for tags '3d'.
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So, I have been trying to make a script to generate .Obj files automatically from the game's psp files. To explain all the details: A .psp contains the meshes, animations and textures of a single 3D object. And they look something like this: The meshes are stored in .PSO files, while the animations are in .PSA, and the textures in .PSI (don't care about those two yet). Since there can be multiple meshes, textures, and animations in a single file, information like what texture corresponds to what mesh and such is stored in a .PSM file: I haven't really tried to check what the list of floats could possibly mean for the meshes so far. I have no idea. Alright, and here is what the PSO files look like, finally: Using the triangle strip algorithm from @Sparagas 's triangle generator in my script, I have managed to somewhat successfully re-construct the individual meshes from the .pso files: If you look closely, though, you can see there are these ugly triangle spikes coming out of the model. But if you look even closer, you can see the mesh is actually full of them: (There are also a lot of overlapping faces but that's another thing) From my understanding of tri-strips, this is probably intended? The result is good enough that my guess is the developers used a sub-optimal tri-strip conversion algorithm, and all these spikes aren't actually meant to be displayed, which is why most of them are inside the mesh and not outside. This doesn't explain what's up with the ones outside though. And, another problem: some of the models are missing a few faces! You can see on the top picture that the gun and the parallelogram-thingy have holes on their surfaces. But HoiHoi-san's head doesn't seem to have any. Weird! So, all that's left is figuring out: If there is a way to make all the visible spikes go away Why the missing faces If there is a way to fix the overlapping faces And all of this should be able to be done by a script, of course. I'll leave the raw .psp, .pso, and .obj files if anybody wants to take a look. And also my python script (it requires Open3D, which was a pain to install and is pretty resource heavy, if you can adapt it to something else I highly recommend you do that instead LOL). I'll also leave the textures here if anyone wants to figure that out. pointVisualizer.py HoiHoiFiles.7z
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Hello, all! I am writing regarding a file format I've been looking to rip for a while and have been unable to. (Specifically - These .geo files) An early dev build of one of my favorite games of all time, Oddworld Stranger's Wrath surfaced sometime last year and it has the source files for most of the content. This game was developed entirely within Maya. I have a VERY old Blender 2.49b script that uses Python v26 in order to import bundles and assets from the 2010 HD re-release of the game, however it has issues importing certain models even from that version, let alone models from the Xbox version or this dev version... I hope it helps so I'll upload the script I had for years here from M. Szkaradek123. Here is the script alongside Blender 2.49 as a standalone install (just drag and drop). I have uploaded the geo files here. Here is one region's bundle files in case this might be more helpful. Should also contain animations, skeletal data and textures within each .smb file. Thank you so much for your time, I really hope we are able to finally preview these assets!
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im trying to extract all the 3d character models from a 2010 japanese psp game, kingdom - ikkitousen no ken i was able to extract the iso game file, this is whats under PSP_GAME -> USRDIR im guessing the 3D character models are under CHR.BIN, i already tried extracting the file on noesis but i didn't work. game file: https://mega.nz/file/MRolWAjZ#CaluJ5t-MXNZ9aYkXZN4brI-q8S84F9A7YT_UyWDqXQ the file i think character models and textures are: https://mega.nz/file/hRIHRRhZ#kUMbGL44e5py-tCM9UoK7ISadTP0DQDVPoHBdSROJuI I know little to nothing in this field and was wondering if anyone could help me out
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Version 1.0.0
108 downloads
Noesis script for meshes and textures of Marvel's Avengers 2020 Works: - geometry - multiple UV channels - skeletons/skin (test) - textures - multiple textures in single file (usually standart and HD) - split LODs (use pugin versian 29, version 25 outdated, left just as archive. ) Does not work: - some textures update 16.09.2020 add: - skeletons/skin (test) - script for skeleton searching - multiple textures in single file update 19.09.2020 add: - split LODs (use pugin version 29, version 25 outdated, left just as archive. ) update 01.10.2020 improved texture support update 14.10.2020 add: support LOD's number for submesh. Now script load ONLY LOD1 (with max detalization). You can load all LODs - edit script for it string 30 CODE: SELECT ALL LoadOnlyLod1 = True set to CODE: SELECT ALL LoadOnlyLod1 = False hotfix14.10.2020#1 Some models has lod0, added its extraction to parametr LoadOnlyLod1 Extracting characters with skeleton: place skeleton file to folder with model, skeleton name must be strictly "skeleton.maskl". Skeleton be found in DTPData folder. It's just a renamed *.dtp file You can use skeleton_finder.py tool for search "skeleton"'s file. Just edit "search_dir = "D:\\marvel\\drm_unp"" to your path - script check dpd files, copy and renamed its to "skeleton_XXX.maskl" in same folder. The script may not find all the files, or it may mistakenly recognize some of them. It doesn't fully parse the file structure - it just looks for similar ones. For some models, skeletons need to be looked for in other "DRM" folders. You can use noesis to view skeletons structure. Thanks (Nicknames taken from Xentax) : Dazzy - for researching the skeleton structure Based on Gh0stBlade's script for Tomb Raider- 1 review
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- marvels avengers 2020
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