lorak Posted December 6, 2024 Author Posted December 6, 2024 (edited) I have corrected those three h2o files. Maybe the problem is with the FVF value. In these corrected sub-meshes FVF is 24 not 12. No more objx files after the correction. Edited December 6, 2024 by lorak 1
Engineers shak-otay Posted December 6, 2024 Engineers Posted December 6, 2024 (edited) @lorak: yep, FVF size 24 for vertices appears sporadically. Same goes for uvb size of uvs in big endian rsf files (20 instead of 12). Zipped H2Os for big endian "DOLPHINS -Madden 25 PS3.RSF" (only uvs of _0, _2 and _3.H2O are correct, after uvbsize was manually changed from 12 to 20). Unzip appended zipped H2O files. Load "DOLPHINS -Madden 25 PS3.rsf" into hex2obj, then choose File\SaveAs Mmesh Use py file from here to import obj files into blender. For higher blender version read this from lorak. edit: some uvs still wrong DOLPHINS -Madden 25 PS3.RSF_H2O-uvs.zip Edited December 7, 2024 by shak-otay update 1
lorak Posted December 14, 2024 Author Posted December 14, 2024 On 12/6/2024 at 7:14 AM, Durik256 said: I have already made a plugin for NHL 21 (PS4) and NASCAR 08 (PS3) (*rsf) *(and if I remember correctly and they all have different MESH blocks, yours is no exception. regarding UVS, vertices and UVS can be in different STRMs, this is indicated in the MESH blocks) I tweaked your script to make it more versatile: Now, it is able to import to Noesis models in rsf files with data in little (PS Vita) and big endian (PS3) as well as vertices block formats with data as SHORT. The script should work for most rsf files from Madden 25 (from the year 2014) to Madden 17 PS3 and Madden 13 PS Vita. I also checked rsf files before Madden 25 as Madden 13 and 12 for PS3. I was not able to get the correct data to import the full models. Besides the MESH blocks those files from Madden 13 and 12 have JOBM blocks too, I guess, it should be related to some of the meshes, see the screenshot. The updated script is in the attachment. fmt_madden_rsf.py 2
lorak Posted January 24 Author Posted January 24 (edited) I recently noticed another section called SBVH, just before the end of a stadium rsf file. For example, you can find it in the file Madden 13 PS Vita Dolphins.rsf I shared in one of the first posts of this thread. The SBVH section only appears in rsf files coming from Madden 13 PS Vita. It looks like a group of vertices followed by faces but I cannot really understand it. To me, the SBVH section is somehow related to the sub-meshes in the GEOM section and the PS Vita rendering in the SGRF section as you can see in attached the images. I already converted all the data from big endian rsf files (PS3) to little endian (PS Vita). I still need to understand the SBVH section to finish the conversion. Maybe @shak-otay or @Durik256 could help me to figure the SBVH section out? If needed, I can share another rsf file with a lot less sub meshes (around 15) to analyze it. Edited June 11 by lorak
Engineers shak-otay Posted January 25 Engineers Posted January 25 (edited) For the Madden 13, PS Vita it looks like so with autocreated face indices: (the assumed FIs at 0x28CEE8 break the range after number 84 -> vCnt 38, so no idea...) vStart: 0x28cb88, count 72, FVFsize 12 Edited January 25 by shak-otay 1
Ajspeed_25 Posted June 10 Posted June 10 I've been working on the Nascar 08/09 RSF files this past month here is a breakdown of the important information and where to find it. I have also made a script for Blender that imports these. There are some distinctive differences between RSF files not only between the 08 and 09 versions but even amongst RSF's from the same game. thankfully I found all the info to make the importer pretty universal. note that it is possible for vertices starts/count and faces starts/count to be shared/reused. Though its more common for faces than verts this is why its possible to find more hits for MOEG than XDNI/16DI and MRTS. In Nascar 08 the Tracks/Scenes are saved as .SCN but these are just RSF's and renaming them as such allows these to be imported like vehicles and props 1
Ajspeed_25 Posted June 10 Posted June 10 Here is the Script, I hope this provides use for other games with the RSF format. final note is that I found some RSF that don't contain XDNI or 16DI tags and so I've not figured out how to import these. but these weren't too important to me as they were things like vehicles in the background scenery like ambulances etc. Feel free to ask for any clarifications Nascar_09_RSF_Import.py 1
lorak Posted June 10 Author Posted June 10 30 minutes ago, Ajspeed_25 said: Here is the Script, I hope this provides use for other games with the RSF format. Feel free to ask for any clarifications. Thank for all the information. Is this script ready to enable Blender to load rsf files directly?
Ajspeed_25 Posted June 11 Posted June 11 11 hours ago, lorak said: Thank for all the information. Is this script ready to enable Blender to load rsf files directly? It is indeed. It's an add-on script. So install it like any other and then the option to import appears in the import list. Quick note it imports Xbox 360 .Rsf I've not tested it on the PS3 NASCAR versions.
lorak Posted June 11 Author Posted June 11 (edited) 5 hours ago, Ajspeed_25 said: It is indeed. It's an add-on script. So install it like any other and then the option to import appears in the import list. Quick note it imports Xbox 360 .Rsf I've not tested it on the PS3 NASCAR versions. Thanks! I do not have PS3 NASCAR, anyway, I am sure all the data models in rsf files for PS3 games follow big endian format. What I see in your previous posts, the model data in the rsf files you worked with followed little endian. I assume, at least for the moment, your plugin only works for rsf files with data in little endian format. If your plugin works for rsf files coming from XBox 360 games, it should work for PS3 files given that those XBox 360 rsf files follow the big endian format. I will test it with a big endian rsf file from PS3. Edited June 11 by lorak
lorak Posted June 11 Author Posted June 11 (edited) By the way, in the attachment you can find my quickbms script to convert rsf files (Madden games) from little to big endian and the other way around. I just forgot to share it.😵 There are two scripts. First one adds and removes blocks of data from a big endian rsf file (Madden PS3) to fit little endian rsf files (Madden PS Vita). The second one actually change the data endianess from big to little endian or the other way around. Still, there are two sections in the little endian rsf files that I need to figure out though: DWRC (it seems it contains information about color seats for different sections and crowd at least) and HVBS (no clear idea but posted this a few months ago.) One of my goals is to import stadiums from Madden PS3 games to Madden 13 PS Vita. Unfortunately, I am still getting game crashes. Maybe there are too many vertices and faces in the PS3 rsf files that could be too much to handle for PS Vita. RSF-change data endianess.zip Edited June 17 by lorak
lorak Posted June 15 Author Posted June 15 (edited) On 6/10/2025 at 2:56 PM, Ajspeed_25 said: I hope this provides use for other games with the RSF format. final note is that I found some RSF that don't contain XDNI or 16DI tags and so I've not figured out how to import these. Feel free to ask for any clarifications I tried to use your plugin to import the stadiums models in rsf files at the start of this thread. For models coming from PS Vita (little endian) I get warning messages as in the attached image. I took this screenshot showing warnings after trying to import DOLPHINS.RSF. Nothing seems to happen for models coming from PS3 (big endian), these rsf files are just ignored, it seems. In the past, I also had a look at a few sample rsf files from NASCAR 09. I know NASCAR and Madden rsf files are very similar. Hopefully, you can have a look at your script to add support for those rsf files referred above too. Edited June 17 by lorak
lorak Posted June 16 Author Posted June 16 (edited) On 1/25/2025 at 4:40 PM, shak-otay said: For the Madden 13, PS Vita it looks like so with autocreated face indices: (the assumed FIs at 0x28CEE8 break the range after number 84 -> vCnt 38, so no idea...) vStart: 0x28cb88, count 72, FVFsize 12 I assume this extra section defines a kind of box to only show part of the stadium model while playing. Edited June 16 by lorak
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