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 Post subject: Ride (by Milestone) .BIN format
PostPosted: Wed Apr 22, 2015 3:37 pm 
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Hello,

As requested by some others members in another topic, any help to get a script to import .BIN 3D file format from Ride would be awesome.

This game has a huge content, including more than 100 bikes (Yamaha, Ducati, Honda and more).

For example, here's a Bimota Tesi 3D render, just to show you how beautiful are thoses bikes :

Image

Here's the complete game folder of a bike, including the .BIN, shaders and textures (in PICTURES folder).

https://mega.co.nz/#!d4tRgIjC!ZJ4WF9OGryx7xpbm964qdp6PsSmBK4-b66W3mC6EvpU

To be honest, just having the 3D without textures autmatically applied is perfect for me.

I really hope someone can help :)


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 Post subject: Re: Ride (by Milestone) .BIN format
PostPosted: Wed Apr 22, 2015 4:53 pm 
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yeah, is very likely to become my next Make_H2O project!
(If not anyone else will release a complete max, Noesis, whatever script... :D )

chassis#chassis_0@Bike001


searching for the tables containing counts and offsets (if any).
Feel free to contribute otherwise it may take some time...

0 0xb5b bike_inc@Bike001

01 00 00 00
5B 2A 5D 01
5D F0 33 FB 00 00 00 67
00 00 0B 84

5B 42 5D 01
5E DE C8 FC 00 00 00 5B

5B 42 5D 01 F7 0E 38 15
00 00 00 4F

5B 42 5D 01
E3 FC E5 4D 00 00 00 3F

5B 42 5D 01 8B F2 DC D5
00 00 00 33

5B 42 5D 01
BC 25 8A 42 00 00 00 27

5B 42 5D 01 1A 74 A3 4B
00 00 00 00 B2 5D DF ED
69 86 4D 36

1 0xbd5 BRAKE@Bike001

02 00 00 00 5B 2A 5D 01
5D F0 33 FB 00 00 00 6C
00 00 0B FB 5B 42 5D 01
5E DE C8 FC 00 00 00 60
5B 42 5D 01 F7 0E 38 15
00 00 00 54 5B 42 5D 01
E3 FC E5 4D 00 00 00 44
5B 42 5D 01 8B F2 DC D5
00 00 00 38 5B 42 5D 01
BC 25 8A 42 00 00 00 2C
5B 42 5D 01 1A 74 A3 4B
00 00 00 00 64 9F 41 E7
3D 48 E0 83

2 0xc4c Brake_mask@Bike001

03 00 00 00 5B 2A 5D 01
5D F0 33 FB 00 00 00 6B
00 00 0C 77 5B 42 5D 01
5E DE C8 FC 00 00 00 5F
5B 42 5D 01 F7 0E 38 15
00 00 00 53 5B 42 5D 01
E3 FC E5 4D 00 00 00 43
5B 42 5D 01 8B F2 DC D5
00 00 00 37 5B 42 5D 01
BC 25 8A 42 00 00 00 2B
5B 42 5D 01 1A 74 A3 4B
00 00 00 00 12 6B 4C 71
EF A2 25 84


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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip


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 Post subject: Re: Ride (by Milestone) .BIN format
PostPosted: Thu Apr 23, 2015 8:14 am 
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whoops. What a tedious task:

And that's the wheels only, different types, lods, whatever.


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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip


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 Post subject: Re: Ride (by Milestone) .BIN format
PostPosted: Thu Apr 23, 2015 9:22 am 
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Whahoo! :eek:

I was a bit worried because in this gme vehicles can be customised (wheels, exhaust, mirror and some other little things).

I'm a complete noob in reverse engeneering 3D models but if any help is needed feel free to ask :)

Anyway, thanks a lot for taking time for this game :keke:


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 Post subject: Re: Ride (by Milestone) .BIN format
PostPosted: Thu Apr 23, 2015 5:30 pm 
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The BML file called BIKE001_GC seems to talk about rims. Not sure if it helps though.

EDIT : Maybe got an idea that could be easier :

Maybe we could extract the bike itself (without wheels) and extract all customisable parts somewhere else. Then, if someone want a specific bike he extract it and add the customised parts manually in his 3D scene.


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 Post subject: Re: Ride (by Milestone) .BIN format
PostPosted: Thu Apr 23, 2015 9:00 pm 
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RiccoChicco wrote:
[...] and extract all customisable parts somewhere else.
to extract all the parts is the problem atm: the ones left from the black line are crappy and a whole bunch seems to be missing:


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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip


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 Post subject: Re: Ride (by Milestone) .BIN format
PostPosted: Thu Apr 23, 2015 9:23 pm 
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Mmmh yeah that's a bit weird :?


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 Post subject: Re: Ride (by Milestone) .BIN format
PostPosted: Fri Apr 24, 2015 4:15 pm 
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made some progress:
Image

Attached some H2O files. You'll need hex2obj_023e.exe to create obj files from them.
(Archive hex2obj_0.22.zip required, too).

Load Bike001.bin into hex2obj then one of the H2O files. Press the 'mesh' button.


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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip


Last edited by shakotay2 on Sun Apr 26, 2015 3:38 pm, edited 1 time in total.

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 Post subject: Re: Ride (by Milestone) .BIN format
PostPosted: Fri Apr 24, 2015 4:40 pm 
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Great news! And great work! I'm gonna have a look! Thanks again.


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 Post subject: Re: Ride (by Milestone) .BIN format
PostPosted: Thu Apr 30, 2015 6:43 pm 
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Hi!

I really don't want to bother you, but is there any news? :)


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 Post subject: Re: Ride (by Milestone) .BIN format
PostPosted: Thu Apr 30, 2015 10:05 pm 
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It's a whole bunch of H2O files (246 atm) I'm stepping through from time to time
because there's still some point clouds I don't have the suiting face indices blocks for:



Those H2O files generate 800 MB of data. That's a little bit unhandy.
I could recalculate the face indices from absolute to relative ones to get rid of redundant data
but understanding the hierarchy has higher priority.

edit: the news is: found a tire


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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip


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 Post subject: Re: Ride (by Milestone) .BIN format
PostPosted: Fri May 01, 2015 12:17 am 
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Thanks for you answer, really appreciated! Really interesting and very impressive.

About your point clouds, they really look like front lights and mirrors of the bike.

Thanks again for you help :)


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 Post subject: Re: Ride (by Milestone) .BIN format
PostPosted: Fri May 01, 2015 5:24 pm 
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good news: for some unknown reason :D it imports the accessories at the correct positions.
Wouldn't have expected this. Great.

A new version of hex2obj was required to handle absolute/relative face indices.

Maybe I can upload it together with a set of H2O files for the accessories next week (for one bike only).


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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip


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 Post subject: Re: Ride (by Milestone) .BIN format
PostPosted: Fri May 01, 2015 5:59 pm 
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Amazing! Really good news! :)


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 Post subject: Re: Ride (by Milestone) .BIN format
PostPosted: Thu May 07, 2015 2:19 pm 
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finally - (well, not really but I think that's all what I want to do):
--------------

To get hex2obj working you'll need

1) the zipped version 0.22 and
2) hex2obj_0.23g.exe

from Xentax: viewtopic.php?f=29&t=10894

Extract the first zip to a folder of your choice. Then copy hex2obj_0.23g.exe into it.

--------------------

There are 247 H2O files of which each can used by hex2obj to create a bike's submesh.

If you decide to use hex2obj's multimesh feature on ALL H2Os at once
be sure to have the RelFI checkBox checked (view pic below) else about 800 MB of obj data will be created!

YOU have been WARNED!

With the RelFI checkbox checked there will be 20 MB only.

Naming of the submeshes by numbers only is a little bit poor, admitted.
To give you some overview I've sorted the H2O files into subfolders.

Load the BIKE001.BIN (8.7 MB, not included) into hex2obj_0.23g then select any H2O file in
the example_bike subfolder (view attachment).

Then choose File "SaveAs Mmesh".
Some obj files will be created in the folder where the *.bin file resides.

Use the load_multi_obj_blender2.69.py python script
to get the obj files loaded into blender.

Code:
When executing load_multi_obj_blender2.69.py in a blender Text Editor window with alt-p
make sure to have set "path_to_obj_dir" to YOUR *.bin/*.obj directory.

Just replace ('O:\\', 'Eigene Dateien\\Downloads\\Samples\\Ride')

Alt-p should import the obj files in that folder into blender.

(Make sure that there's no obj contained in a maybe existing subfolder.)

(numbering in the outliner window of blender 2.49 is a little bit weird;
in blender 2.69 you can be sure that BIKE001_128 represents BIKE001_128.obj)



(There are 8 objx files with a vertex count of 0. They are created for debugging purposes only.)

Numbering of H2O and obj files is async. First line in each obj file reveals its H2O "source".

Some H2O files may contain an incorrect vertex start address. Feel free to fix this.


The H2O files to be used with hex2obj:
http://www.uploadmb.com/dw.php?id=1431003501


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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip


Last edited by shakotay2 on Fri May 08, 2015 2:47 pm, edited 1 time in total.

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