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  • Engineers
Posted (edited)

On a quick glance, 1495-model, big endian shorts,

1495-model.png

edit: indices don't make much sense to me. Maybe take the odd ones only?

But then there will be sequences like 82 82 82, 114 114 144 etc.

address 0x8020:
    7     2     6    48   288   300  2451     0 
    0     1     1    11    12    13    25    13 
   38    11    49     1    50     0    50     8 
   58     8    66     8    74     8    82     0 
   82     0    82     8    90     8    98     8 
  106     8   114     0   114     0   114     8 
  122     8   130     8   138     8   146     0 
  146     0   146    10   156    12   168    11 
 

edit: wrong start of indices?

Correct one looks like so:

address 0x84b0:
   18    16    19     0     0   256    14    15 
   16     0     0   256    14    16    18     0 
    0   256    18    16    19     0     0   256 
   60    61    62     0     0   256    63    61 
   60     0     0   256    61    64    62     0 
    0   256    62    64    65     0     0   256 
  296   295   292     0     0   256   297   295 
  296     0     0   256   298   297   296     0 
    0   256   299   297   298     0     0   256 
   10    11    13     0     0   256    13    15 
   14     0     0   256    14    15    16     0 
    0   256    14    16    18     0     0   256 
   48    49    50     0     0   256    60    61 
   62     0     0   256    63    61    60     0 
    0   256    88    63    89     0     0   256 
   89    63    60     0     0   256   298   297 

 

Edited by shak-otay
  • Like 1
  • Members
Posted (edited)
22 minutes ago, shak-otay said:

On a quick glance, 1495-model, big endian shorts,

1495-model.png

edit: indices don't make much sense to me. Maybe take the odd ones only?

But then there will be sequences like 82 82 82, 114 114 144 etc.

address 0x8020:
    7     2     6    48   288   300  2451     0 
    0     1     1    11    12    13    25    13 
   38    11    49     1    50     0    50     8 
   58     8    66     8    74     8    82     0 
   82     0    82     8    90     8    98     8 
  106     8   114     0   114     0   114     8 
  122     8   130     8   138     8   146     0 
  146     0   146    10   156    12   168    11 
  179     8   187     0   187     0   187     0 
  187     2   189     1   190     0   190     0 
  190     0   190     0   190     0   190     0 
  190     0   190     0   190     0   190     0 
  190     0   190     0   190     0   190     0 
  190    11   201    10   211    10   221    10 
  231    10   241    11   252     8   260     4 
  264     0   264     0   264     4   268     8 

 

Also here is a reference for what file is what model https://hack64.net/wiki/doku.php?id=banjo_kazooie:rom_map the file ID is the name of the file aka its number so 02DB.model.bin's File ID would be 02DB and its a "RBB Grey Toxic Barrel"

edit: that model you're looking at is a whole level's area you might want to look at a smaller model first maybe?

Edited by marty
  • Members
Posted
9 minutes ago, shak-otay said:

2DB, yay.

kazooie2DB.png

Some nice progress but the model is incomplete still

  • Engineers
Posted (edited)

What did you expect? The indices are weird, as I wrote.Maximum face index is 24, so you could try build the faces from this table:

(where 256 is assumed to be a terminator, maybe just skipping 0 0 256 does the trick?)

address 0x1348:
    0     6     6     7    13    10    23    12 
    4     0     3     0     0   256     5     4 
    3     0     0   256     6     4     5     0 
    0   256     7     6     5     0     0   256 
   16    17    18     0     0   256    18    17 
   19     0     0   256     0     1     2     0 
    0   256     3     0     2     0     0   256 
    4     0     3     0     0   256     5     4 
    3     0     0   256    16    17    18     0 
    0   256    19    17    20     0     0   256 
   18    17    19     0     0   256     6     4 
    5     0     0   256     7     6     5     0 
    0   256     8     9    10     0     0   256 
   11     8    10     0     0   256    12     8 
   11     0     0   256    13    12    11     0 
    0   256    16    17    18     0     0   256 
address 0x1448:
   21    17    22     0     0   256    18    17 
   19     0     0   256    22    17    16     0 
    0   256     0     1     2     0     0   256 
    3     0     2     0     0   256    12     8 
   11     0     0   256    13    12    11     0 
    0   256    14    12    13     0     0   256 
   15    12    14     0     0   256    16    17 
   18     0     0   256    19    17    20     0 
    0   256    21    17    22     0     0   256 
   18    17    19     0     0   256    22    17 
   16     0     0   256    20    17    21     0 
    0   256     0     0     0     3     0     0 

edit: yep,

f 5 1 4
f 6 5 4
f 7 5 6
f 8 7 6
f 17 18 19
f 1 2 3
f 4 1 3
f 5 1 4
f 20 18 21
f 19 18 20
f 9 10 11
f 12 9 11
f 13 9 12
f 14 13 12
f 22 18 23
f 15 13 14

...

Edited by shak-otay
  • Like 1
  • Engineers
Posted (edited)

1495 model bin, revised, is stretched, somehow: edit2 damxxed, the correct v start is 0x45b8

old edit: futuristic?

1495+.png

edit: btw, checking the format description was the last I did, as usual.:classic_sad:

The 6 extra bytes in FIs' block skipped in hex2obj are described like so:

Quote


[uu uu]     unknown
[ii ii ii ii]     u32 Sound + Collision Flags

 

edit3: uvs need to be signed shorts

uvs-1495.thumb.png.d3a7c0ee0d5ffd1e0fd539e122e75d82.png

 

 

 

Edited by shak-otay
  • Members
Posted
5 hours ago, shak-otay said:

1495 model bin, revised, is stretched, somehow:

1495model-bin.png

edit: futuristic?

 

1495+.png

edit: btw, checking the format description was the last I did, as usual.:classic_sad:

The 6 extra bytes in FIs' block skipped in hex2obj are described like so:

 

Here is what that area is supposed to look like image.png.bb4c680ca6af8146d5cd9cca530fa372.png

  • Engineers
Posted (edited)

I am close...

image.png.52963a38b4eb60dd93f325272c76b7d9.png

But not sure where indices starts. Anyway the documentation match almost everything from what i can see here.

EDiT: Found them... But uv are strange.

image.png.de8a47c5b814aec492f7a6308dd16802.png

Edited by h3x3r
  • Like 1
  • Members
Posted
20 minutes ago, h3x3r said:

I am close...

image.png.52963a38b4eb60dd93f325272c76b7d9.png

But not sure where indices starts. Anyway the documentation match almost everything from what i can see here.

YOOOO thats so fire

  • Engineers
Posted

Yeah I know, but scale factor. I think it must be somewhere. Or do you have correct scale + position?

  • Engineers
Posted

I usually don't care/ correct it in blender. uv x+63/y+100 and scale 2.0 with uv values from (modified) hex2obj.

(But I don't have a texture to test it.)

uvs pos,scale.png

  • Members
Posted
2 hours ago, shak-otay said:

I usually don't care/ correct it in blender. uv x+63/y+100 and scale 2.0 with uv values from (modified) hex2obj.

(But I don't have a texture to test it.)

uvs pos,scale.png

Textures should be embedded in the file. Check documentation I think it goes further on about that

  • Members
Posted
5 minutes ago, h3x3r said:

I checked them but can't decode them.

What platform is this game?

Nintendo 64
the documentation explains how to find out wether a texture is CI8, CI4, RGBA16 etc... I think and also the documentation shows how to find out the size e.g. 64x64

  • Engineers
Posted (edited)

Not sure if is there any tool which supports this pixel formats like CI4/8. Most of them are CI4/8. I tried ImageHeat but result was not pleasing.

Anyway here is one texture from file 1495.model.bin

And as you can see I already have made 010 editor template by the documentation. So I know what is what.

image.thumb.png.7d80bf982205f453d621338dffbbacca.png

Pixel Format > 1 = CI4. Size of buffer is callculated by (width * height / 2) which results in 2048 bytes data. Next is 32 bytes Palette. As described in documentation.

Untitled1.7z

EDiT: Well I think I got something. Not sure if it's supposed to look like this...

image.thumb.png.81c13a69071c590614e07cdf845bf3a4.png

Well Palette Format is > xbgr1555. I noticed it on this texture.

image.thumb.png.70eb32b1dc5ffbceb34d84a0eab1acf5.png

Here are textures. You can test it.

1495_textures.7z

Edited by h3x3r
  • Like 2
  • Engineers
Posted (edited)

Thanks! But not sure whether I used tiling correctly here (floor should not use the wall texture):

1495-tiling-notsure.png

Edited by shak-otay
  • Members
Posted
6 hours ago, h3x3r said:

Not sure if is there any tool which supports this pixel formats like CI4/8. Most of them are CI4/8. I tried ImageHeat but result was not pleasing.

Anyway here is one texture from file 1495.model.bin

And as you can see I already have made 010 editor template by the documentation. So I know what is what.

image.thumb.png.7d80bf982205f453d621338dffbbacca.png

Pixel Format > 1 = CI4. Size of buffer is callculated by (width * height / 2) which results in 2048 bytes data. Next is 32 bytes Palette. As described in documentation.

Untitled1.7z 2.16 kB · 0 downloads

EDiT: Well I think I got something. Not sure if it's supposed to look like this...

image.thumb.png.81c13a69071c590614e07cdf845bf3a4.png

Well Palette Format is > xbgr1555. I noticed it on this texture.

image.thumb.png.70eb32b1dc5ffbceb34d84a0eab1acf5.png

Here are textures. You can test it.

1495_textures.7z 9.84 kB · 1 download

Sick asf, I was having trouble with the palletes myself

  • Members
Posted (edited)
3 hours ago, h3x3r said:

How did you unpack *.n64 file?

Firstly the .n64 file is a ROM file. I'm using .bin files from the decompilation which splits the rom for you when you set it up. But I think there are other tools for doing it.

edit: you can use this https://www.romhacking.net/utilities/496/ but remember not all .bin files are model files so you should use this https://hack64.net/wiki/doku.php?id=banjo_kazooie:rom_map to know which .bin files are models and if so what model they are

Edited by marty
  • Engineers
Posted

Send me please unpacked n64 file. The tool doesn't seem to unpack it. It doesn't support *.n64 extension. Even if I change it to acceptable one.

  • Members
Posted
5 hours ago, h3x3r said:

Send me please unpacked n64 file. The tool doesn't seem to unpack it. It doesn't support *.n64 extension. Even if I change it to acceptable one.

it shouldnt be a .n64 file it needs to be a .z64 file. if you have a .n64 or .v64 file use this to change it to a .z64 file https://hack64.net/tools/swapper.php

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