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 Post subject: Afrika PS3 Models (.RXM2)
PostPosted: Sun Jul 31, 2016 7:36 pm 
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Hi, I managed to extract the data of Afrika using the script posted by FurryFan here:
viewtopic.php?f=10&t=5346

Like he said, the textures are simple .dds but the model format is .rxm2.
I'll leave some samples if someone wants to look into it. :)

https://mega.nz/#!yoM21YjD!mh9KrwOq9-Q9 ... ee8DZlxgIc

Thank you for reading !


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 Post subject: Re: Afrika PS3 Models (.RXM2)
PostPosted: Sun Jul 31, 2016 10:39 pm 
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this thread might get more attention in the "3D/2D models" section :)

here is the first submesh of elephant_adult.rxm2 :D


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Hex2obj
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 Post subject: Re: Afrika PS3 Models (.RXM2)
PostPosted: Mon Aug 01, 2016 8:21 am 
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Oh sorry, I was first thinking about posting in "3D/2D models" but some of the threads I read apparently more belonged here so I did the same. :/

And wow !! How did you managed to to do that ?
Thank you for replying so fast too, I thought I would never get any answer. :)

Edit : With Hex2Obj apparently. :) I'll try that, thanks ! :D


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 Post subject: Re: Afrika PS3 Models (.RXM2)
PostPosted: Thu Jun 08, 2017 7:05 pm 
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there's too many submeshes (about 20) than to make senseful use of hex2obj:


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extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

"We are Microsoft. You will be assimilated. Resistance is Futile."


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 Post subject: Re: Afrika PS3 Models (.RXM2)
PostPosted: Wed Jun 14, 2017 1:47 am 
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so could it be possible to make a script to get the models with noesis?

I would think it is possible.

How did you get the model into blender?

that's a format I have been trying to crack for a long time!


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 Post subject: Re: Afrika PS3 Models (.RXM2)
PostPosted: Mon Sep 04, 2017 8:40 am 
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I was trying to extract from this game, too

but I don't know where the start and end vertices are, and the uv coordinates.

How did you extract that elephant?


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 Post subject: Re: Afrika PS3 Models (.RXM2)
PostPosted: Mon Sep 04, 2017 4:46 pm 
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it's a function in my Make_obj project.

(Don't remember why I didn't provide an extractor; guess it just worked with that elephant only
and I had no interest to care for other models.)

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"you can't always get things served on a silver tray"
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

"We are Microsoft. You will be assimilated. Resistance is Futile."


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 Post subject: Re: Afrika PS3 Models (.RXM2)
PostPosted: Mon Sep 04, 2017 8:39 pm 
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this might be my last question,

but do you know exactly where the start and end of the vertices, faces, and uv coordinates begin?

if theres any uv coordinates.

sorry if I'm bothering you about it, I was just curious.


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 Post subject: Re: Afrika PS3 Models (.RXM2)
PostPosted: Mon Sep 04, 2017 9:49 pm 
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did you ever look at an rxm2 file in a hex editor? Did you look at the params (addresses, counts) in Ace's post?
Did you use hex2obj, did you do the tutorial ('tut' button)? Should have answered most of your questions.
(Since this format uses half floats it's not that simple for noobs.)

Most face indices (FIs) blocks to be found be searching for 0000 0001 0002 (big endian format). You'll find 13 blocks, should be 6 or 7 more, but with different starting FIs.

Start of vertex blocks, plain to see, they are preceeded by 00000010 FFFFFFFF, add 16 to the offset where that signature is to be found and your done.

uvpos is 10, may vary, don't remember. How to find? Experience or trial and error.

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"you can't always get things served on a silver tray"
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

"We are Microsoft. You will be assimilated. Resistance is Futile."


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