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PostPosted: Tue Feb 11, 2020 4:57 pm 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 65
It isn’t that different that I thought. I will try it in the next few days.


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PostPosted: Tue Feb 11, 2020 5:10 pm 

Joined: Mon Dec 18, 2017 9:30 pm
Posts: 14
beedy wrote:
It isn’t that different that I thought. I will try it in the next few days.

awesome, I will wait your achievements ;)


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PostPosted: Wed Feb 12, 2020 11:24 am 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 65
I edit the script for Def Jam but unfortunately get it work with first geometry file from tops_hoodiezipup_model.rx2. Problem is amount of faces that does not match the vertexgroups. tops_hoodiezipup_model.rx2 include 4 geometry files:
hoodzipShape.0
hoodzipShape_hoodie_zip_0
hoodzip_physicsShape.0
hoodzip_physicsShape_hoodie_zip_physics_0
There are 4 vertex group in the model (that's right) but only 2 face groups (two are missing?) so I can't load all geometry shapes right.

luda_mob_base.rx2 includes 10 vertex groups but only 8 face groups and 2 are missing too. I tried to load geometry manually with Model Researcher but didn't succeed.
Edit. I download the game demo and test the script with other models. I extracted char_models.viv and gear_model.viv and some character/gear models can be viewable. That's all I can help this time.

Edit2. I think models which name include _model are viewable. _mob _base _blend are possibly morphs or something and I don't know how do I read them.


Attachments:
mdl_defjam.py.zip [2.02 KiB]
Downloaded 183 times
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PostPosted: Wed Feb 12, 2020 1:35 pm 

Joined: Mon Dec 18, 2017 9:30 pm
Posts: 14
beedy wrote:
I edit the script for Def Jam but unfortunately get it work with first geometry file from tops_hoodiezipup_model.rx2. Problem is amount of faces that does not match the vertexgroups. tops_hoodiezipup_model.rx2 include 4 geometry files:
hoodzipShape.0
hoodzipShape_hoodie_zip_0
hoodzip_physicsShape.0
hoodzip_physicsShape_hoodie_zip_physics_0
There are 4 vertex group in the model (that's right) but only 2 face groups (two are missing?) so I can't load all geometry shapes right.

luda_mob_base.rx2 includes 10 vertex groups but only 8 face groups and 2 are missing too. I tried to load geometry manually with Model Researcher but didn't succeed.
Edit. I download the game demo and test the script with other models. I extracted char_models.viv and gear_model.viv and some character/gear models can be viewable. That's all I can help this time.

Edit2. I think models which name include _model are viewable. _mob _base _blend are possibly morphs or something and I don't know how do I read them.


Its a great news!!! Thank you beedy, god bless.
I think that problem cause main characters have morphs, anyway its good progress,
I will test it today with many models, cause now I check only tops hoody and it works,
luda head isnt imported... hope you can fix it later

Edit2. yeah I got only models of clothes, hairs, and some girl characters in char_lic.viv.


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PostPosted: Wed Feb 12, 2020 6:04 pm 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 65
Image
I tried to open luda_mob_base.rx2 in ModelResearcher and got vertices right but got error loading faces. Face blocks are type 0x0200EB and vertex blocks type 0x0200EA in index table. There are 10 vertex block and 9 faces block in the file and when I load face and vertex blocks the first in order in ModelResearcher I got faces error. That's very complex and I don't know why faces and vertices doesn't match. I tried all formats for faces.


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PostPosted: Wed Feb 12, 2020 6:19 pm 

Joined: Mon Dec 18, 2017 9:30 pm
Posts: 14
beedy wrote:
I tried to open luda_mob_base.rx2 in ModelResearcher and got vertices right but got error loading faces. Face blocks are type 0x0200EB and vertex blocks type 0x0200EA in index table. There are 10 vertex block and 9 faces block in the file and when I load face and vertex blocks the first in order in ModelResearcher I got faces error. That's very complex and I don't know why faces and vertices doesn't match. I tried all formats for faces.

Maybe problem with submeshes, I heard ModelResearcher Pro have better work with submeshes. Or just like correct edges on a blend file?

Edit2: Also I check your settings in that model by ModelResearcher 2.7 and have fully another result, with wrong verticles position..

And girls models with multi submesh also exproted from noesis have wrong UV
https://prnt.sc/r1ev0h


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PostPosted: Wed Feb 12, 2020 7:21 pm 

Joined: Thu Apr 06, 2017 9:47 am
Posts: 17
Wak
The pro version will not help you. If only you skip write. There, in some strange form, the faces lie. Looks like StripFF.
Here is a template with a complete full model:
Code:
v 0x6bd00 10452 40 0 Float XYZ
f 0x05f000 10 0 0 Short TStripFF
bo >


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PostPosted: Wed Feb 12, 2020 7:47 pm 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 65
Wak wrote:
beedy wrote:
Edit2: Also I check your settings in that model by ModelResearcher 2.7 and have fully another result, with wrong verticles position..


I did the process the same way that I did all other games rx2 files. I made bms script to split rx2 format by parts.
Example (luda_mob_base.rx2)

First faces part: part39_000200eb_faceindex0 (index) and part38_00010031 (data)
First vertex part: part482_000200ea_vertexindex0 (vertex index) part481_00010031 (vertex data)

Face index part stores faces count which is 23923 (0x5D73)
Vertex Index part stores VBlock size which is 0x34 and vertex buffer size which is 20176 (0x4ED0)

When I try to read first mesh: part38_00010031 (first face data) and part481_00010031 (first vertex data) I got error for faces. That's the problem, I can do this for all other games with rx2 format but not this. I don't understand why faces and vertices doesn't match even though they should.

When I edit the script to load third mesh (change for i in range(0, meshCount): to for i in range(2, 3): in row 99) I got something like this:
Image
second mesh (for i in range(1, 2):)
Image
I can't do anything else, unfortunately.


Attachments:
rx2.bms.zip [1.31 KiB]
Downloaded 173 times
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PostPosted: Wed Feb 12, 2020 8:55 pm 

Joined: Mon Dec 18, 2017 9:30 pm
Posts: 14
Lazov greetings ;) thank you for a tool.


beedy wrote:
Wak wrote:
beedy wrote:
I did the process the same way that I did all other games rx2 files. I made bms script to split rx2 format by parts.
Example (luda_mob_base.rx2)

First faces part: part39_000200eb_faceindex0 (index) and part38_00010031 (data)
First vertex part: part482_000200ea_vertexindex0 (vertex index) part481_00010031 (vertex data)

Face index part stores faces count which is 23923 (0x5D73)
Vertex Index part stores VBlock size which is 0x34 and vertex buffer size which is 20176 (0x4ED0)

When I try to read first mesh: part38_00010031 (first face data) and part481_00010031 (first vertex data) I got error for faces. That's the problem, I can do this for all other games with rx2 format but not this. I don't understand why faces and vertices doesn't match even though they should.

When I edit the script to load third mesh (change for i in range(0, meshCount): to for i in range(2, 3): in row 99) I got something like this:

second mesh (for i in range(1, 2):)

I can't do anything else, unfortunately.


In game structure main characters files have a part named ".blend"
like
luda_mob_base.rx2
luda_mob_base_blend.rx2

Did you check this files, maybe it can help?
samples in attachment


Attachments:
luda_mob_base_blend.rx2.rar [581.07 KiB]
Downloaded 175 times
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PostPosted: Sat Feb 15, 2020 3:27 am 

Joined: Mon Dec 18, 2017 9:30 pm
Posts: 14
Hey guys, I have a new idea, just export Def Jam Icon from PS3, and I saw files have another things.
Now, all files in .rpsgl and have other size then xbox files:/
beedy tool works with yours rx2.bms script but still not open in Noesis, and
have another structure and ModelReseacherPro (Im not expert of this tool), but
samples in attachment


Attachments:
luda_mob_base.rpsgl.rar [473.38 KiB]
Downloaded 175 times
textures_sample_PS3.rar [3.74 MiB]
Downloaded 170 times
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PostPosted: Sat Feb 15, 2020 9:04 am 

Joined: Sat Aug 26, 2017 8:09 am
Posts: 65
The models are too hard for me, I don't know about the structure enough. Rpsgl header is different compared to NHL rpsgl texture script I wrote before. I edit the texture script but I don't know "_ao" texture dxt compression. I guess that byte in offset 0x154 is format sign. 0x88=dxt5, 0x81=?.

Here is script for textures


Attachments:
File comment: Latest script for NHL/FIFA rpsgl textures
tex_NHLLegacy_PS3_rpsgl.py.zip [2.46 KiB]
Downloaded 164 times
File comment: Script for def jam rpsgl textures
tex_DefJam_PS3_rpsgl.py.zip [2.4 KiB]
Downloaded 184 times
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PostPosted: Sat Feb 15, 2020 9:30 am 

Joined: Mon Dec 18, 2017 9:30 pm
Posts: 14
beedy wrote:
The models are too hard for me, I don't know about the structure enough. Rpsgl header is different compared to NHL rpsgl texture script I wrote before. I edit the texture script but I don't know "_ao" texture dxt compression. I guess that byte in offset 0x154 is format sign. 0x88=dxt5, 0x81=?.

Here is script for textures


Good work, dear friend!
I check textures its fully same like in xbox version, I mean size and qualitty.
so _ao dont have much sense, cause I got it in xbox. Now only models neded,
I understand you make all what you know, and thats great

That forum read many peoples, can someone please help to us,
cause beedy make a lot of work, now we on finish..
Maybe somebody with ModelResearcher who have good expirience
can help?


Attachments:
luda_mob_base.rpsgl.rar [473.38 KiB]
Downloaded 179 times
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PostPosted: Sun Feb 16, 2020 4:00 am 
User avatar

Joined: Fri Aug 08, 2014 1:06 am
Posts: 686
beedy wrote:
I edit the texture script but I don't know "_ao" texture dxt compression.

looks like morton swizzled a8 or r8

_________________
Quickbms.com link thread
Search bms scripts


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PostPosted: Sun Feb 16, 2020 11:30 am 

Joined: Mon Dec 18, 2017 9:30 pm
Posts: 14
Hello guys, I found some new information, its
old tools for NBA series, some from them use .viv and .rx2 files fromat.

First I check wDOLFFIN Live 2.1.b
https://forums.nba-live.com/downloads.php?view=detail&df_id=12
I loaded file characters_morph.viv (xbox version) and give some info (attached in screens)
when I try extract it to .fsh, will export decomressed file in rx2,
also have chance to export in .xsh
But can't load it in oedit:(

I cant found models converter, but Fshline, oedit or
MorphMesh tool should

Also many tools are here
https://forums.nba-live.com/downloads.php?cat=1
Maybe something will be helpfull

Edit: Also, with Dolphin I can export uncompressed models, and
it looks a bit another have another size, when plugin
ea4_big export, has decompress, maybe then lost some data


Attachments:
luda_mob_base_uncmpr.rar [546.94 KiB]
Downloaded 152 times
dolphin.png [224.49 KiB]
Not downloaded yet
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