Search the Community
Showing results for tags 'script'.
-
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
-
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!
-
1. G1M Folder to .Bin Is it possible for someone to create a tool to export .Bin files to .G1M (wich is the model format from the game) and import back to .Bin by selecting the whole folder? there is indeed a tool to export the Models.Bin files, wich is this one: https://github.com/yretenai/Cethleann/releases/tag/1.2.1 you can export them by dragging and dropping above the "Cethleann.Unbundler.exe", so we need more a import tool than a export tool, but if we had both in one it would be better. i tried to contact the creator of the tool to see if she could make the repacker but she said that she was not going to make because she had much stress with this game files as you can see, she gave the permission to use the Cethleann source code (https://github.com/yretenai/Cethleann/tree/develop/Cethleann.Unbundler) to make the repacker, can someone help us from the MUA3 Modding community? After Rabatini's MUA3 DECOMPRESSOR Tool, retextures mods are possible since the G1T files don't come in .Bin format after exporting them from the ZL_ files, and i found some tools from Dead or Alive 6 that works with MUA3 models, i can export them from the .G1M format and edit them on Blender and import them back to G1M. all we need now is a tool to import back to the game. i will be leaving the .Bin and the G1M files in here. MUA3Model.rar 2. .G2A Folder to .Bin .G2A is the animation file from the game. again, same situation from above, there is only a tool to export the animation (http://www.xnalara.org/viewtopic.php?t=1001) but this one is a little tricky since we need to rename the .Bin file to .Idxout, open the program, select the game "(PC) Warriors-All Stars (2017)", find the folder where the animationfile.idxout is in, click on ok, press "NO" for the first two questions and "YES" for the third one and ignore the rest. the animations will be exported. the main focus is the model tool, but if someone is up to make this one, we would be very grateful. MUA3Animation.rar we have tool/scripts to: Export and Import .Bin.ZL_ (the compressed file format from the game) Export Models (wich is in .G1M after you export from the .Bin) Edit Models on Blender (.G1M using Dead or Alive 6 plugins) Edit Textures (.G1T, using Dead or Alive 6 Texture Tools) Edit UI Stuffs (.KSLT using Fatal Frame Tools) Edit the Game's Font (G1N) basically all we need is those tools to almost complete everything. Data, Sound and Effects can wait for now. PLEASE HELP USSS
-
-
- bms
- ring of elysium
-
(and 1 more)
Tagged with:
-
-
- bms
- ring of elysium
-
(and 1 more)
Tagged with:
-
ResHax.com: Empowering Curious Minds in the World of Reverse Engineering
Delving into the Art of Code Unraveling: ResHax.com - Your Gateway to the Thrilling World of Reverse Engineering, Where Curiosity Meets Innovation!