BrunoElias2024 Posted August 5 Posted August 5 I have decrypted these files from the Soul Sacrifice Delta video game and I need help putting them into Blender. Here are some samples. 😀 MDL.7z They should be completely decrypted.
BrunoElias2024 Posted August 6 Author Posted August 6 Wow! I don't know much about hexadecimal values. The most I can do is get the vertices from float values. I assume you did it with the smallest file
Engineers shak-otay Posted August 6 Engineers Posted August 6 1 hour ago, BrunoElias2024 said: Wow! I don't know much about hexadecimal values. That's one of the 3D basics. The difference to the decimal system is just using a base of 16 (instead of 10). 1, 16, 256 (instead of 1, 10, 100). Well, that's really very basic. The more difficult aspect is the need of additional symbols (A,B,C,D,E,F) to be used to represent 10,11,12,13,14,15 of the decimal system. And finally 0x1000 (where 0x stands for hexadecimal) is 4096 decimal. Quote The most I can do is get the vertices from float values That's a good base. Finding the start addresses of vertex blocks is the next step to get point cloud meshes (without caring for face indices). Quote I ass.ume you did it with the smallest file st14a(_far).mdl, see my previous post 1
BrunoElias2024 Posted August 6 Author Posted August 6 Would you like to teach me how to identify the different values? For faces, vertices, UVs, etc. 😄
Engineers shak-otay Posted August 6 Engineers Posted August 6 (edited) 18 hours ago, BrunoElias2024 said: Would you like to teach me how to identify the different values? For faces, vertices, UVs, etc. 😄 Well, meanwhile I don't have the time for teaching from scratch, sorry. You'll need to use what exists so far as there is a general short tutorial hex2obj (check 'tut' button) or threads where hex2obj has been used. edit: for the mdl files here you can search for 47585000 to give them some structure. Interestingly there's 12 occurences in both files, the small and the big one. Quicker results can be obtained when searching for 000001000200 (start of face indices' blocks) but there's a lot of them in st00b_ground.mdl (FVFsize is 28 bytes for this sub mesh) edit: bigger one edit 2: UVs are half floats at UV pos 16 fences: H2O file for trees 0x772C0 7173 Vb1 28 16 0x7AAD0 1607 020100 0x0 255  Edited August 7 by shak-otay typo 1
Engineers shak-otay Posted August 6 Engineers Posted August 6 (edited) And this is "odd": an FVFsize of 27. edit: another tree 0xC5EE0 11976 Vb1 28 16 0xCBC70 2786 020100 0x0 255 staffs, whatever 0xE8EC0 3368 Vb1 27 16 0xEA920 2798 020100 0x0 255 0x2AF590 3180 Vb1 27 16 0x2B0E70 2546 020100 0x0 255 Â Edited August 6 by shak-otay 1
DKDave Posted August 6 Posted August 6 I made an attempt at putting all the bits together, doing a bit of manual extraction and some hacked together incomplete script. There's a lot of stuff unidentified in the file and a lot of data to connect the various geometry buffers/textures, etc. It would need a proper amount of time spent on a script to pull out everything correctly. From st00b_ground.mdl - this one has 245 submeshes:  1
Engineers shak-otay Posted August 7 Engineers Posted August 7 10 hours ago, DKDave said:  There's a lot of stuff unidentified in the file and a lot of data to connect the various geometry buffers/textures, etc. It would need a proper amount of time spent on a script to pull out everything correctly. I see you couldn't resist. Yes, time is the limiting factor. (And the meshes and flat landscape were not impressive enough to me but seeing them gathered (and maybe textured) looks quite nice.) 1
BrunoElias2024 Posted August 7 Author Posted August 7 Holy crap!!! This looks incredibly cool! It's a multi-mission scenario, and it also appears in the first game. I really need to learn how to do this. Thank you both very much!!!!!!🧡
DKDave Posted August 7 Posted August 7 2 hours ago, BrunoElias2024 said: Holy crap!!! This looks incredibly cool! It's a multi-mission scenario, and it also appears in the first game. I really need to learn how to do this. Thank you both very much!!!!!!🧡 Just a quick question - how did you decrypt the files? Â
BrunoElias2024 Posted August 7 Author Posted August 7 4 minutes ago, DKDave said: Just a quick question - how did you decrypt the files? Â Is this something that could get me into trouble? 1
DKDave Posted August 7 Posted August 7 8 minutes ago, BrunoElias2024 said: Is this something that could get me into trouble? If it's a publicly available tool/script then there shouldn't be any issues. I was just wanting to look at the files myself, for textures and other meshes. Â
BrunoElias2024 Posted August 7 Author Posted August 7 40 minutes ago, DKDave said: If it's a publicly available tool/script then there shouldn't be any issues. I was just wanting to look at the files myself, for textures and other meshes.  First of all, if you have a modified PSVita, it's much easier. Just take your original copy of the game and make a backup (you can decrypt the files there). If not, you'll need three programs: - NoPayStation (to get the games) - PSVitaNPDRMDecryptor (to decrypt the files) - LSPK-Extracter (to unzip the .pk files) For PSVitaNPDRMDecryptor it is important to select the main folder (Image 01) and not any of the subfolders (Image 02). I got all the programs from Github, and none of them are my own work, so credit goes to their respective creators. I'd like to include links, but I don't know if that's allowed. Sorry for the late reply.
DKDave Posted August 7 Posted August 7 Yeah, I got things working to extract the files. Just checking some of the other mesh files, seems like some work and some don't. But here's another one I could get something from. I'll have a look at the textures to see if I can do anything with them, although they seem like an unknown format at the moment. Looks like BC1 maybe with some swizzling/tiling.   2
BrunoElias2024 Posted August 7 Author Posted August 7 2 hours ago, DKDave said: Yeah, I got things working to extract the files. Just checking some of the other mesh files, seems like some work and some don't. But here's another one I could get something from. I'll have a look at the textures to see if I can do anything with them, although they seem like an unknown format at the moment. Looks like BC1 maybe with some swizzling/tiling.   It looks insane, man
DKDave Posted August 8 Posted August 8 Last one from me for now. Just been looking at textures and materials. It's a lot more complicated!  1
BrunoElias2024 Posted August 8 Author Posted August 8 I've tried, but nothing! I think it's too complex for me. 🥲
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