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 Post subject: Parasite Eve (PS1)
PostPosted: Sun Dec 20, 2020 3:26 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 954
Parasite Eve (PS1) tools.

1. extract game packages from PE.IMG
Just run Parasite_img.exe in the folder with PE.IMG, also exedata.bin provided must be there. This table from game executable tell the tool about package offsets.

2. drop any package onto Parasite_assets.exe (or run on all them in batch)
This will extract all assets from the package. Each package may have 12 types of assets. All of them will be extracted to corresponding folders without names, just sequential numbers. Models are type 2. I dont have time to research about asset codes and other types.

3. drop model file onto Parasite_model.exe
This will produce 2 files: model in SMD format and a 2-frame animation SMD which will set lenghts for all bones. Apply animation SMD to the model and move to frame 2 to make it work. After that you only need to rotate bones to more natural position to make model look better.

Video showing how it can be done on the example of Silent hill - https://www.youtube.com/watch?v=6Gq0rtpjEY0

Image

Image


Attachments:
parasite_eve1.rar [21.75 KiB]
Downloaded 14 times


Last edited by id-daemon on Tue Dec 29, 2020 2:12 pm, edited 4 times in total.
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 Post subject: Re: Parasite Eve (PS1)
PostPosted: Mon Dec 21, 2020 6:01 pm 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 447
The best extractor to ever hit Zenhax :D


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 Post subject: Re: Parasite Eve (PS1)
PostPosted: Wed Dec 23, 2020 1:51 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 954
Model tool updated.

It will now assign materials according to image index used. Must allow to texture complex models that are using multiple textures.

The only problem remains that some faces are not textured, instead they are filled with solid colors. I could export that in another format, but SMD doesnt support it. Maybe later.


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 Post subject: Re: Parasite Eve (PS1)
PostPosted: Sun Dec 27, 2020 9:05 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 954
Image

Backgrounds tool added. The way it works on PS1 is kind of complicated, so i'm not going to fully export all the data. Here's how it works:

you need 3 files to provide for it:
1 - background (from folder 6)
2 - palette (from folder 9), this file is usually first palette, and its size is the biggest, 16384 (other palettes will be smaller, they are for models)
3 - memory.dat file from the root of the folder
(you need to re-unpack assets from room packages with updated Parasite_assets.exe)

Once you run it like
Parasite_bg.exe <background> <palette> <memory.dat>

it will make a "tex" folder with all layers, and a few combined images, which are final backgrounds. Most of the time there are 1, 2 or 3 of them: one big background and 1 or 2 closeups. Some layers may exceed final background size, and i decided to export them with those oversized parts, so you can see them too. Tool will also make a list of which layers are animated and how.

Some backgrounds are using PS1 semi-transparent modes. About 8 of them have "normal" transparency, like the one with police car ride. About 6 with darkening (shadows), like menus with help. And only 1 most special with 2 types, which is magic carriage ride. That one has both a shadow and semi-transparent flame ahead of carriage.

Technically i could get all these transparency modes properly, but i think its not needed, because its possible to combine all needed parts from layers.


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 Post subject: Re: Parasite Eve (PS1)
PostPosted: Tue Dec 29, 2020 7:55 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 954
Animation tool.

Since game has no t-poses, only animations allow to get characters in proper poses. Model tool is now obsolete.

To convert an animation, you need 2 files: model and animation. After asset extraction, folder 2 will have models, folder 3 will have animations.
For both, first number in filename is character code, it will correspond, with one exception: almost any room has a few aya (main hero) animations, and they are always 0. But when there's actual AYA model in the room, her animations are also 0, but her model is 2.

Usage: Parasite_anim.exe <model> <anim>

It must make 2 SMD files: one for model, another for animation. Apply animation to model to make it work.
Example animation of Maeda running:
https://www.youtube.com/watch?v=PMXHGdLzi-s


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 Post subject: Re: Parasite Eve (PS1)
PostPosted: Tue Dec 29, 2020 8:19 am 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 954
Many images in this game are 16-color paletted images. For example, aya texture has 18 palettes. This is how they look if you apply them to texture:

Image

The tool collects palette indices from the model, for each quad and triangle. Notice how each region is taken from particular palette, and all 18 are used:

Image

After that, the tool combines parts using that palette map, so it looks like this:

Image

Then it extends them to full rectangles, so in the end, we're getting a full texture:

Image


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 Post subject: Re: Parasite Eve (PS1)
PostPosted: Wed Dec 30, 2020 5:12 pm 

Joined: Sun Mar 22, 2015 7:09 pm
Posts: 954
Texture tool.

usage:
Parasite_tex.exe <texture> <palette>

All textures in this game are split in 2 parts: main part and very small tail 128 bytes part. I don't know why is that. You need to merge them before converting. You can use "copy" cmd for it, or hex editor, or any file manager allowing to merge files.
A typical example of texture layout inside 9 folder:

Image

First you see some images and big 16kb palette for background. Then character textures follow, which include texture data and palettes, sometimes they follow each other, sometimes they are in sets, but its always sequential, so obvious which palette is for which texture.

Texture may be 16-color or 256-color image.

16-color type is 256x256 and it will be 32768 bytes image and 1024 bytes palette.
(for these you need palmap.dat generated by the anim tool)

256-color type is 128x128 and it will be 16384 bytes image and 512 bytes palette.
(these have full 256-color palettes so palmap.dat is not needed)

note:
Some models use "broken" image palettes which make broken palmap.dat. I saw Torres texture, the bottom of his boots were UV-mapped on the middle of his shirt. You can't see it in game, but when converting texture, it breaks the final image. Tool will give you warning in this case and if you need, you can fix only the shirt part using individual parts, i'm saving them too.


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