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 Post subject: [X360] Star Wars Battlefront III pre-alpha (*.rax)
PostPosted: Sat Jan 23, 2016 5:55 am 
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I'm trying to convert the rax models from this cancelled Free Radical game and i can get the geometry but i'm having trouble finding the UV data.
A plugin for Noesis, 3DOC or Unwrap3d would be best down the road but Hex2obj will do for now.

This is my progress so far in Hex2obj
Image

h2o file for this submesh
Code:
0x132E0 14841
Vb1
16 99
0x600 3849
120400
0x0 255


Sample
*removed problem solved*

i thought at first this was using half float UVs with short all for which there is no switch in H2O or there was a UV block starting around 28e2e with a size of 10 but no dice. I can upload more samples if needed.
Any help here is appreciated. :D

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Last edited by AceWell on Sun Feb 14, 2016 9:28 pm, edited 1 time in total.

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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)
PostPosted: Sat Jan 23, 2016 6:50 am 
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Um the Uv maps could be stored in another file but i don't think it would be and after looking through the files it also looks like the bones for almost all of the characters are stored in their main OB.rax file as well.

Also it looks like you missed the hair as well in the file not sure if it's there or something they attach to the model via code but it doesn't look like it on the model

Code:
http://i284.photobucket.com/albums/ll18/DarthNihilus03/vlcsnap-2016-01-23-01h12m44s108_zpshqkzsfmk.png~original


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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)
PostPosted: Sat Jan 23, 2016 3:33 pm 
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The models aren't good for much without UVs and textures. i'll worry about the other submeshes in the file when i can get one completely working.

I think its worth mentioning that there are a lot of Havok engine source references in the xex file, so if anyone is familiar with meshes made for Havok your input is welcome too. :)

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Last edited by AceWell on Wed May 18, 2016 11:46 pm, edited 1 time in total.

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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)
PostPosted: Sat Jan 23, 2016 6:12 pm 
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At 0xF690 it looks like uvs; size UVB= 4, (WordUV for preview, SaveAs mesh: ShortALL):


AceWell wrote:
i thought at first this was using half float UVs with short all for which there is no switch in H2O

One may think it's simple to add a combination such as verts shorts, uvs HF, but it would be more effort for me
than just saving the mesh in two ways: 1) Short_All 2) HF_all and then merge the two objs (as you know) since those formats are very rare, imho.

(But if you told/proved me this combination's some kind of "standard" for console games I'd think about it. :D )
btw: there was a test version, iirc, where ShortAll was replaced by Short/HF or something like that.
(Is somewhere on my old PC.)


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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: [X360] Star Wars Battlefront III pre-alpha (*.rax)
PostPosted: Sat Jan 23, 2016 7:16 pm 
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Awesome thanks! :D
I can see where that UV block start address is possibly stored at 0x5b6

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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)
PostPosted: Sat Jan 23, 2016 8:24 pm 
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I am trying to extract models out of the game but it seems I am not used to H2O yet. Analysing the ob.rax posted above I see moreless where face indices and vertices start but with other models I tried I failed.

This is what I get from Grievous model.

Image

I am almost sure that faces indices address starts at 24440 but I can't figure out where it ends.
Also I can't see a pattern regarding to vertices start.

Maybe someone in this forum can give some tips, I've already read the H2O tutorial and I am really interested in this game models extraction..


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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)
PostPosted: Sat Jan 23, 2016 9:02 pm 
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You were pretty close but this file has a different FVFsize and your vertice start address was off.

h2o file
Code:
0x24440 12006
Vb1
24 99
0x2840 4935
120400
0x1F6F0 4


as for tips i can only speak from a non programmer point of view, this is what i posted in another thread
viewtopic.php?p=113195#p113195

:)


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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)
PostPosted: Mon Jan 25, 2016 5:02 am 
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Last edited by Wobble on Sat Mar 11, 2017 12:48 pm, edited 1 time in total.

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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)
PostPosted: Tue Jan 26, 2016 9:21 am 
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Last edited by Wobble on Sat Mar 11, 2017 12:48 pm, edited 1 time in total.

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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)
PostPosted: Tue Jan 26, 2016 8:37 pm 
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i had to reduce the face count to 2256 to get a clean mesh preview


first submesh h2o (lower body)
Code:
0x17600 2256
Vb1
24 99
0x3B80 671
120400
0x148F0 4


next submesh h2o (right arm)
Code:
0x187A0 1762
Vb1
24 99
0x7A68 522
120400
0x1536C 4


I'm guessing 4 or 5 submeshes based on the number of texture call blocks at the start of the file.
The formats i have seen that store data like this usually have a table with offsets somewhere in the file.


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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)
PostPosted: Tue Jan 26, 2016 8:57 pm 
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This here is the reason we need a noesis script even if we don't have texture support yet cause having to get out the different submeshs than the UV maps as a different .obj is just to time consuming and annoying.


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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)
PostPosted: Tue Jan 26, 2016 10:35 pm 
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JakeGreen wrote:
cause having to get out the different submeshs than the UV maps as a different .obj is just to time consuming and annoying.
not more time consuming and annoying than performing a full format analysis - besides that you do the latter once for all models, admitted

But since I try it for one model only in most cases I prefer the quick 'n dirty method :D

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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)
PostPosted: Wed Jan 27, 2016 2:59 am 
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Last edited by Wobble on Sat Mar 11, 2017 12:48 pm, edited 1 time in total.

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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)
PostPosted: Wed Jan 27, 2016 8:51 am 
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Last edited by Wobble on Sat Mar 11, 2017 12:48 pm, edited 1 time in total.

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 Post subject: Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)
PostPosted: Wed Jan 27, 2016 9:00 am 
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Wobble wrote:
Got it.
I didn't understand why the file was called hansolo_stormtrooper until now. :)



Yeah there is a challenge mission in the game to escape the death star and luke and han stay in their stormtrooper gear as they get to the falcon.

Any chance you could give a link to the model?


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