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Models in EA rsf files


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Posted (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 by lorak
  • Like 1
  • Engineers
Posted (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 by shak-otay
update
  • Like 1
Posted
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.

MESH&JOBM blocks.png

fmt_madden_rsf.py

  • Thanks 2
  • 1 month later...
Posted

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 or 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.

 

SBVH section.png

GEOM section.png

SGRF section.png

  • Engineers
Posted (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

Madden13-HVBS.png

Madden13-HVBS-PtCloud.png

Edited by shak-otay

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