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GioGio's Bizarre Adventure Model format

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pinguino127, posted Wed Apr 08, 2020 7:41 pm (55651)


I'm trying to figure out how the format works so I can rip the models
These models are used for gameplay and cutscenes
I'm slowly figuring out what each part does
In the attachment there's 5 different models, including an image of what they look like in-game and the textures in PNG,
I wrote a little txt file with more info for the model pl2f, but it's a little rough
Image
I'll be updating the post with stuff I find :D
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Karpati, posted Fri Apr 10, 2020 7:01 pm (55739)


pinguino127 wrote:
I'm trying to figure out how the format works so I can rip the models
These models are used for gameplay and cutscenes


I have almost finished my loader module.
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pinguino127, posted Sun Apr 12, 2020 10:21 pm (55839)


That's awesome!
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Karpati, posted Mon Apr 13, 2020 8:03 am (55855)


Can you tell me how to get more sample files?

I have the 'Jojo no Kimyou na Bouken - Ougon no Kaze (Japan).iso' file and I have extracted the AFS_DATA.AFS file using the AFS EXPLORER v3.70.
I have got 628 .pzz files and I have extracted dozens of .pzz files (randomly) using the Quickbms script viewtopic.php?f=9&t=8724&p=39437&hilit=giogio#p39437, but the (.dat) files are very different than yours.

Edited:
I have extracted the pl24.pzz file also, but the (.dat) files are very different than yours.
Can you tell which script are you using to extract the .pzz files?
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pinguino127, posted Mon Apr 13, 2020 1:18 pm (55864)


There's no script to decompress the pzz files, I figured out the only way to unpack them is to put the dat files inside demo.pzz at the offset 0x800, and then let the game go to the title screen
The game decompresses the data inside demo.pzz and leaves it inside the emulator's memory, then we can just grab the data and save it into a file with a hex editor.

It's a little complicated, but I can give as many samples as you need, how many models do you want?
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Karpati, posted Wed Apr 15, 2020 6:53 pm (55968)


pinguino127 wrote:
There's no script to decompress the pzz files, I figured out the only way to unpack them is to put the dat files inside demo.pzz at the offset 0x800, and then let the game go to the title screen. The game decompresses the data inside demo.pzz and leaves it inside the emulator's memory, then we can just grab the data and save it into a file with a hex editor.


I have downloaded/installed the PCSX2 v1.4.0 emulator, so I can run the game, but I can't imagine how can I access to the emulator's memory.

Here I attached the converted Wavefront .obj/mtl files. These files have LODs.
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pinguino127, posted Fri Apr 17, 2020 7:19 pm (56036)


I checked the converted models you attached and they were perfect :D
On the zip file I attached there's several more samples, including some stage and NPC models
I couldn't get the stages to look right on Model Inspector for some reason
I put a little tutorial on the pzz decompression stuff inside the zip file, but it's a little rough
I also added a little file guide for afs_data.afs to find stuff more easily
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pinguino127, posted Fri Apr 17, 2020 9:45 pm (56043)


I just realized that obj may not be the best format for stage models, since it doesn't have
vertex coloring, the stage models rely on vertex coloring a lot
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Karpati, posted Sat Apr 18, 2020 1:11 pm (56060)


pinguino127 wrote:
On the zip file I attached there's several more samples, including some stage and NPC models
I couldn't get the stages to look right on Model Inspector for some reason


These files are look totally different (and weird) than the files in the giogiomodel.zip file.
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Karpati, posted Sat May 02, 2020 5:01 pm (56472)


I have finished my GioGio's Bizarre Adventure (unpacked player, npc models only) *.pzz loader module and I have released the following programs as web updates:

- 3D Object Converter v7.030 (Windows)
- i3DConverter v3.705 (macOS)
- i3DConverter v1.705 (Linux)

How to get the 3D Object Converter:
Download the 3D Object Converter from http://3doc.i3dconverter.com and install it or download and use the portable version.
After it just use the Help/Check for updates... function to get the v7.030.

How to get the i3DConverter macOS:
Download the i3DConverter from http://www.i3dconverter.com and install it.
After it just use the Help/Check for updates... function to get the v3.705.

How to get the i3DConverter Linux:
Download the i3DConverter from http://www.i3dconverter.com and install it.
After it just use the Help/Check for updates... function to get the v1.705.
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pinguino127, posted Wed May 06, 2020 1:59 am (56572)


That's awesome! Could you show me how the model format structure works? :D
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ngovandang, posted Tue Feb 08, 2022 12:51 am (69738)


any idea how to convert these pzz format into view/import able format?
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