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  • Engineers
Posted
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

  • Like 1
  • Engineers
Posted (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)

Hex2obj0.25b-st00b_ground.png.dbf786ea6efec20c1aa813933266ae49.png

edit: bigger one

Hex2obj0.25b-0x34910-ground.png.60d987dfcf599aaa9aabd6bddec55a2d.png

edit 2: UVs are half floats at UV pos 16

mesh_viewer_uvs.png

fences:

Hex2obj0.25b-fences.png

H2O file for trees

0x772C0 7173
Vb1
28 16
0x7AAD0 1607
020100
0x0 255

 

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

And this is "odd": an FVFsize of 27.

Hex2obj0.25b-filigrane.png

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

 

Edited by shak-otay
  • Like 1
Posted

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:

test1.thumb.jpg.e41e841b19652d5f074e9b053a221c07.jpg

 

test2.thumb.jpg.342dce68df4a56b9710d281b1cfe16c6.jpg

  • Like 1
  • Engineers
Posted
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.:classic_biggrin: 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.)

  • Like 1
Posted

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!!!!!!🧡

Posted
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?

 

Posted
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.

 

Posted
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:

  1. - NoPayStation (to get the games)
  2. - PSVitaNPDRMDecryptor (to decrypt the files)
  3. - 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.

01.png

02.png

Sorry for the late reply.

Posted

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.

 

 

gm00_01_103a.jpg

  • Like 2
Posted
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.

 

 

gm00_01_103a.jpg

It looks insane, man

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