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 Post subject: Re: Gravity Rush 2/Gravity Daze 2 (PS4)
PostPosted: Sun Aug 19, 2018 5:42 am 
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Pretty big update. I haven't been able to get anywhere significant with the animation data so far, so I decided to change pace and perfect the mesh scripts. I looked into the files a bit more, found some vertex and face counts, and once I finally understood how to read little endian (it's a miracle I got as far as I did before that), it was obvious that there was a pointer to the first vertex VERY early in the file.

So armed with that info, I improved the Model Researcher script. I tried to test it thoroughly this time, so I'm fairly confident it'll work on nearly every model in the game. I'm only concerned that my uv maps don't always adapt to the numerous vertex sizes like they should, but I'll fix that soon enough. Anyway, here's the script; I threw in a .hbk bookmark file for anyone interested in my research (use it with kit01_base.gfx in Hex Workshop):

https://www4.zippyshare.com/v/a3yFzcWL/file.html

So with that said, now it's back to the animation data. I'm assuming the armature/skeleton doesn't change between files; it seems like it should be defined the same way every time. Aside from that, I only know I'm looking for floats that hopefully have some sense of order. 3 locations, rotations, and scales per bone, right?
The most likely locations:
-the .mot files, pretty early. There's a decent-sized section that I haven't been able to read that only changes if I'm looking at another character.
-the .skel section of the .mot files. This more likely handles the movement of the bones. Should be handy.
-There's a section after the mesh data in .gfx files, but I've only seen it on models that are definitely rigged. It could be unrelated to animation, but I don't think so.

I haven't been able to understand any of the above, but I was reading the files backwards until recently, so maybe I'll have better luck this time!


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 Post subject: Re: Gravity Rush 2/Gravity Daze 2 (PS4)
PostPosted: Sun Aug 19, 2018 7:49 am 
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I think it's better to write scripts for Noesis, because not everyone has a Pro version. In addition, after adding animation support, the API functions may change slightly.


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 Post subject: Re: Gravity Rush 2/Gravity Daze 2 (PS4)
PostPosted: Sun Aug 19, 2018 6:02 pm 
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Yeah, that makes a lot of sense... I'll knock that out real quick. It should be a good head start for the next few things I plan to do.


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 Post subject: Re: Gravity Rush 2/Gravity Daze 2 (PS4)
PostPosted: Mon Aug 27, 2018 5:21 pm 
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Hey, guys. Made some progress getting the script to work with Noesis; I've managed to get all the meshes to show up in preview, but it looks like I can only export the first mesh. Does anybody know how I can fix this? Also, I tried using the rapi approach, but I kept getting crashes.

https://www4.zippyshare.com/v/pYaj3NHb/file.html


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 Post subject: Re: Gravity Rush 2/Gravity Daze 2 (PS4)
PostPosted: Mon Aug 27, 2018 6:35 pm 
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well, I don't understand the code very good, but it's simple:
a) introduce
meshes = []
before
while fileComplete == False:

b) comment out: #mdlList.append(NoeModel([msh], [], []))
use this:
meshes.append(msh)

c) at the end:
mdl = NoeModel(meshes)
mdlList.append(mdl)

return 1

results in three Lods for me:

remaining problem: uvs for highest lod are not flat, funny; no time to care for


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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: Gravity Rush 2/Gravity Daze 2 (PS4)
PostPosted: Tue Aug 28, 2018 2:39 am 
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Thanks! I took a quick look into the UV issue, and I think the model you looked at was some sort of test model. It's looking for textures that aren't in the game, and it's not named like Kat's other models. Still strange to think they didn't unwrap the highest lod, but it seems to be the problem.

On that note, I've learned more about the materials, but not enough to properly add them to the script. The most interesting thing is that some textures are mapped to very specific parts of the mesh (like the irises, those are animated). I don't have the slightest clue how I'll deal with that, even if I do it manually. But for now, it's on my list to just figure out how the materials are assigned. Of course, with the UV's exported, textures can be added manually.

https://www4.zippyshare.com/v/iUja1v0W/file.html


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 Post subject: Re: Gravity Rush 2/Gravity Daze 2 (PS4)
PostPosted: Mon Oct 08, 2018 10:28 pm 
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Hi, I don't mean to intrude or anything but does anyone have the .gnf textures for Kat?

edit: Sorry, I was looking at the wrong place, I found them after I wrote the this message


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 Post subject: Re: Gravity Rush 2/Gravity Daze 2 (PS4)
PostPosted: Fri Nov 02, 2018 2:39 am 
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Maybe this is a silly question, but could someone explain NoeBone's matrix parameter to me? I know I need a 4x3 matrix, but what's supposed to be in the matrix?


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 Post subject: Re: Gravity Rush 2/Gravity Daze 2 (PS4)
PostPosted: Fri Nov 02, 2018 2:54 am 
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the bone transform goes in there
the default matrix is
identityMat43Tuple = ( NoeVec3((1.0, 0.0, 0.0)), NoeVec3((0.0, 1.0, 0.0)), NoeVec3((0.0, 0.0, 1.0)), NoeVec3((0.0, 0.0, 0.0)) )


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 Post subject: Re: Gravity Rush 2/Gravity Daze 2 (PS4)
PostPosted: Fri Nov 02, 2018 11:16 am 
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Roflcopter wrote:
I know I need a 4x3 matrix, but what's supposed to be in the matrix?
from what chrrox wrote I assume, it's 3x3 for rotation and the last vector is position.

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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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