Members Grounder Posted November 15, 2023 Members Posted November 15, 2023 Way back in 2013. chrrox over on the XeNTaX forums posted a Noesis script for Imageepoch PSP games, with the strange quirk of being able to rip models with bones, but not vertex groups. Naturally, this meant that the armature was barely usable beyond a general reference point. A decade later, and I'd really like to be able to get the models out of the game in their entirety. Attached is the script, and a few sample .mdls brs.zip 1
OugiSHU Posted July 20, 2024 Posted July 20, 2024 Is there also an archived script to unpack the FCHR bins?
thearchivalone Posted March 18 Posted March 18 Necroing this but I’m currently working on both issues. The old documents, tools and findings for the most part don’t exist anymore, so I’ve spent the last two years working from ground zero. Field files (what FCHR are a part of) are simple in what they’re for but complex in how they’re used and parsed.
Engineers shak-otay Posted March 19 Engineers Posted March 19 On 11/15/2023 at 7:11 PM, Grounder said: A decade later, and I'd really like to be able to get the models out of the game in their entirety. Attached is the script, and a few sample .mdls brs.zip 275.84 kB · 34 downloads Thanks! that script from chroxx is the only one I know to use decodePSPVert (see inc_Noesis.py) Quote #returned by decodePSPVert class NoePSPVert: def __init__(self, vertexDict): #posType: #0 == none #1 == 3 signed bytes #2 == 3 signed shorts #3 == 3 floats #normalType: #0 == none #1 == 3 signed bytes #2 == 3 signed shorts #3 == 3 floats #uvType: #0 == none #1 == 2 unsigned bytes #2 == 2 unsigned shorts #3 == 2 floats #colorType: #0-3 == none #4 == rgb565 #5 == rgba5551 #6 == rgba4444 #7 == rgba8888 #weightType: #0 == none #1 == unsigned byte * numWeights #2 == unsigned short * numWeights #3 == float * numWeights weightType is 3 here, weightOfs always 0. It's hard to track the weights.
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