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 Post subject: Re: PSX Silent Hill Model Format Help
PostPosted: Thu Dec 04, 2014 9:21 pm 
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shakotay2 wrote:
ReeceMix wrote:
What I meant with the Quick BMS comment was really , can you make a TMD extractor?
yep, but it would take me too much time to handle all ten different model types.
If you uploaded a model sample I could have a look at.


The attached file (APU0000.IPD) contains city model files
Code:
KOYA_BAC        SAKU            PIPE11_B        PIPE10_B        FLR01_BA       IRON5_BA       TRASHCAN       APUG03_B       GAITO3         PIPE4_BA       PIPE6_BA       PIPE3_BA        YANE1_NE        KOYA1_NE        KOYAUND_        SIGN_NEA        APU01_1         SAKU3_4         PIPE12_B        SAK4_BAC        SAK3_BAC        INPOLE_N        UMA1_HID        MGR_DRL_        FENCE           MGR01           SAKU7_FA        SAKU6_FA        APU0102         SAK2_BAC        SAK1_BAC        SAKU4_FA        SAKU5_FA        APU0


a TMD header is 4100 0000 0000 0000, each model file contains a 1400 0000 0000 0000 (typical hex reversal thing)

each model file also contains descriptions , like above and for characters and monsters (Chest Arm01 Arm02 etc), I thought these were model part locations.

Hmm i dont understand a 'single' type of TMD , let alone 10 variations lol .. its OBJ i really want
Im also working on a Mafia & Shenmue conversion too , and silent hill is a lesser project (the goal is to use all silent hill games to create an entire SH city around the lake)

I found this information about editing the 'SILENT' container directly by editing Hex to swap models , im not really sure if any infomation here is usefull to extract the city models
http://www.silenthillforum.com/viewtopi ... =2&t=25734


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 Post subject: Re: PSX Silent Hill Model Format Help
PostPosted: Thu Dec 04, 2014 11:33 pm 
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well, after having had a closer look at the IPD file I've to confess that it's not as easy as I thought
to extract a TMD from IPDs.

There is none of the ten possible primitive lists contained.
Sadly I don't have the time to restart a format analysis.

You might try for yourself to get a decent point cloud. Maybe you'll get something better than this:


If so I would give it another try.


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 Post subject: Re: PSX Silent Hill Model Format Help
PostPosted: Fri Dec 05, 2014 1:28 am 
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shakotay2 wrote:
well, after having had a closer look at the IPD file I've to confess that it's not as easy as I thought
to extract a TMD from IPDs.

There is none of the ten possible primitive lists contained.
Sadly I don't have the time to restart a format analysis.

You might try for yourself to get a decent point cloud. Maybe you'll get something better than this:


If so I would give it another try.



I will try to check the IPD files with this specifications and also I will dump the psx ram for check if the IPD are decompressed ;)


edit: in file APU00FF.IPD I have obtained point clouds from something similar to a bulding + street

Image


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 Post subject: Re: PSX Silent Hill Model Format Help
PostPosted: Fri Dec 05, 2014 10:31 am 
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Kudos for your assistance! :)
luxox18 wrote:
edit: in file APU00FF.IPD I have obtained point clouds from something similar to a bulding + street
rotating your scene I would guess it's not.

Quote:
[...]I will dump the psx ram for check if the IPD are decompressed ;)
that's very likely since the uploaded IPDs are of small sizes (<44kB).

As a hint: the 4100 0000 0000 0000 TMD header ReeceMix mentioned
is contained only once in APU00FE.IPD so it should be a good one to start with.

(though in APU0000.IPD you'll find 4100 0000 0001 0000, 4300 0000 0000 0000 and similar patterns so it might not be TMD headers here)

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 Post subject: Re: PSX Silent Hill Model Format Help
PostPosted: Fri Dec 05, 2014 11:13 pm 
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Quote:
I will dump the psx ram for check if the IPD are decompressed ;)


Quote:
that's very likely since the uploaded IPDs are of small sizes (<44kB).


I am obvs still a noob but I believe that 44kb is right for each Town Map piece, Silent Hill was a Fully 3D 'Open World' game, and on the PSX despite the towns size is pretty damn impressive , the game loads map parts in small chunks 8x8 squares being the biggest area loaded (hence why fog was used, and reallllllly noticeable when i use my 'no fog code')

These pics are just an example of how the map appears as I roatate the view (using my HighCam ActionReplay code)
Image
the overlapping lines are the edge of each model
Image

My point being is that there are a lot of 44kb IPBs, there are also many many MAP.bin files .. Im fairly certain they dont contain model files and are things like triggers and area interaction/loading data

I have downloaded hex2obj and will have a look at the object, there is no specific APU0000 image but several with an APU prefix
(APU refers to Amusement Park 'Underworld') so I know Its not a street

Image


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 Post subject: Re: PSX Silent Hill Model Format Help
PostPosted: Thu Apr 09, 2015 1:07 pm 
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Just thought I would give this thread one last request for help, I really want this town, if not I will just continue to do it by hand


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 Post subject: Re: PSX Silent Hill Model Format Help
PostPosted: Tue Apr 28, 2015 6:16 pm 
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Quote:
8 x 8 squares


4 x 4 you probably mean ?

It would be cool to rip SH1 scenery's and use with Unity 3D (e.g.)

don't know, what I can do to help,
except remodeling and texturing, of course

http://silenthillcommunity.com/viewtopi ... 5&t=437110
Is your project?


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 Post subject: Re: PSX Silent Hill Model Format Help
PostPosted: Thu Apr 30, 2015 1:33 am 
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AndrewSFX wrote:


No thats not mine , thats really awesome , just looks like I had the same idea (epsxe line mode recreation etc)
My idea was for a GTA map 'Silent City' where all the areas from the franchise were rebuilt and combined as one map.
Probablly wont happen , cool idea though

This is as far as I got
Image


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 Post subject: Re: PSX Silent Hill Model Format Help
PostPosted: Thu Apr 30, 2015 10:38 am 
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this guy has been working on a tool to visualize the 3D models from Silent Hill:
http://silenthillcommunity.com/viewtopi ... 5&t=436504
Maybe, it's a way to get models.


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 Post subject: Re: PSX Silent Hill Model Format Help
PostPosted: Sat Dec 05, 2015 9:23 pm 
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AndrewSFX wrote:
this guy has been working on a tool to visualize the 3D models from Silent Hill:
http://silenthillcommunity.com/viewtopi ... 5&t=436504
Maybe, it's a way to get models.
that guy is putting of people since about 1 and a half year now.
So simply forget about him. :D

But the other guy, Giromancy, which you linked to in your previous post, told us, how to do it:
"I use the ¨Line Mode¨ in ePSXe for reference to build each building in G.Sketchup in 1x1 square meters, then
i export it to Wings 3D to apply the UV Map, then i create the textures with Photoshop and finally export it into
Unity 3D in 3DS Format."

I looked at level0 from his osh_demo:

So it's possible to recreate levels if you use that emulator
(didn't try myself, to be honest :) so I don't know what he means by "use for reference".
Not sure if you can rip the buildings/levels off from the emulator or have to recreate them from scratch
what seems a little bit tedious and waste of life to me.)

Sry for necroying this thread but I was astonished why there was no progress here.

(Myself I'm not too interested in SH but the levels have some disturbing aura, love it. :D )


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 Post subject: Re: PSX Silent Hill Model Format Help
PostPosted: Sun Dec 06, 2015 9:16 am 
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I've already shown that its possible to copy the grid structure
Image
but I dont have the time or patcience to recreate the entire thing when a form of 3D ripping/extraction could do it in minuites.

It is possible to 3D grab from epsxe , but there is no stereoscopic plugin to give the ripped model any depth , so you just end up with a mass of 2D polys, ususually when it comes to 3D model extraction if you find someone capable with the desire to do it , it gets done, so basically no-one cares enough .. *sniff*


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 Post subject: Re: PSX Silent Hill Model Format Help
PostPosted: Sun Dec 06, 2015 12:29 pm 
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ReeceMix wrote:
It is possible to 3D grab from epsxe , but there is no stereoscopic plugin to give the ripped model any depth , so you just end up with a mass of 2D polys,[...]
thanks for clearifying.
Well, that's not nice. But as I said, I wouldn't wait for that guy, CharlesM, iirc.

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extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Last edited by shakotay2 on Mon Dec 07, 2015 10:26 am, edited 2 times in total.

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 Post subject: Re: PSX Silent Hill Model Format Help
PostPosted: Sun Dec 06, 2015 6:07 pm 
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[moved to viewtopic.php?f=16&t=13636]

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extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Last edited by shakotay2 on Mon Dec 07, 2015 10:28 am, edited 1 time in total.

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 Post subject: Re: PSX Silent Hill Model Format Help
PostPosted: Sun Dec 06, 2015 10:18 pm 
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I'm Pretty sure Model Viewers & Rippers Exist for Silent Hill 2 & 3 & 4 (They are all DX9 so completely rippable with 3d ripper dx or dx/ninja ripper.
I originally just wanted to make a gta sa map, I'd rather this thread stay on topic , search for Silent Hill modding tools it will take you to dedicated websites that host existing tools


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 Post subject: Re: PSX Silent Hill Model Format Help
PostPosted: Mon Dec 07, 2015 10:30 am 
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ReeceMix wrote:
I originally just wanted to make a gta sa map, I'd rather this thread stay on topic ,
sry for that. (I've moved it to a new topic now.)
Quote:
search for Silent Hill modding tools it will take you to dedicated websites that host existing tools
thx - but as you can see from the pics I've alreday found a solution. :)

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extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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