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 Post subject: Re: Ninja Gaiden 2 x360
PostPosted: Wed Oct 28, 2009 1:04 pm 
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Hello,
The strange bug that I told you about earlier is still there and the converter works only inside VisualStudio with the F5 push, not even the Ctrl+F5 maybe this is due to the too many allocations, I don't know. Anyways it'll take some time before there will be any release, I'm happy I don't wrork on deadlines!!!
Something I find strange is that although there isn't any normals exported, the models look like if they had normals, the different parts are correctly shaded. Only in the Doax2 character models, they look flat-shaded, they will need a vertex weld.
Now here's some pics to show that things are progressing :) just be patient :)


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 Post subject: Re: Ninja Gaiden 2 x360
PostPosted: Thu Oct 29, 2009 11:30 am 
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Hi!!
I finally fixed the damn bug!!! This was due to the incorrect sizes on the xpr files, hell it took me hours to figure out 8(
Now the converter is ready for a first release !! version 1.00 (or alpha) supports only vertex data: no texture coords, no textures, no skin weights, nothing but position data !!
This converter is made for both Dead or Alive Extreme 2 & Ninja Gaiden 2, just type in the model name and the converter will create the corresponding OBJ file, it's better if you place the converter in the same directory of the original model and just type its name, ex: in doax2/chr/ type in vayAA.tpr :)
Oh, by the way, models are too small and thus I scaled them to x100.

Now that I think of it, I'll probably change course and write a MaxScript generator to import the models into 3dsmax (no more OBJ converter), this way it'll be easier to import skin weights (if I figure them out that is)
MaxScript will also come in handy with the batch select-verts/weld/select-elements/unify routine for doax2 character models.

From what I tested, this program works on every sort of models (characters, stages, items, swimsuits, ...) but let me know if you find any bugs!
Well next there will be texture coords support, correct texture export and maybe skinning (I said maybe).
Enjoy!!


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 Post subject: Re: Ninja Gaiden 2 x360
PostPosted: Thu Oct 29, 2009 12:40 pm 
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Surveyor, is there any normal map in NG2!? I found some normal map in other game(I know it's a bit off topic) use type 0x7C! I guess it a UV16 dds!? And also I have some problem on dtx1(0x52) with size <= 64!
Do you know how to unswizzle it!?

And if you upload some NG2 models file to me, I can help you on material/texture coordinates etc. stuff!

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 Post subject: Re: Ninja Gaiden 2 x360
PostPosted: Fri Oct 30, 2009 2:43 am 
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post the file, I can try to unswizzle it

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 Post subject: Re: Ninja Gaiden 2 x360
PostPosted: Fri Oct 30, 2009 9:20 am 
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Thanks Mario. Here is the xpr file, you can download it from megaupload: http://www.megaupload.com/?d=UYJCW9AG

It's a game call Enchanted Arms, actually even dxt1 and dxt5 have problems as well!?(It just doesn't look rignt, alpha channel in Red plan etc) Unswizzle method is correct, just the color not so right!

PS: The text file inside told you where is the location of each image and size etc. Do you have any refrence of DDS cubic maps as well! TXCM is cubic maps and since I never found one so I don't know how the data stored in files!

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 Post subject: Re: Ninja Gaiden 2 x360
PostPosted: Fri Oct 30, 2009 4:38 pm 
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Can you upload some character models ?
Unfortunately I don't find a downloadable demo version on the Net.


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 Post subject: Re: Ninja Gaiden 2 x360
PostPosted: Sat Oct 31, 2009 2:52 pm 
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Quote:
Surveyor, is there any normal map in NG2!? I found some normal map in other game(I know it's a bit off topic) use type 0x7C! I guess it a UV16 dds!? And also I have some problem on dtx1(0x52) with size <= 64!
Do you know how to unswizzle it!?

Yes Ng2 uses some normal maps, not extensively though (as they really should), the work on the texture coords is promissing but the deswizzling is giving me headaches ...
I use the doa4tpr to view/extract the textures to test, and I'm planning to write a texture extractor/deswizzler, I found some code on the net that deswizzles ARGB32 but I'm stuck on the DXTn formats. ARGB32 is found in Doax2 sprites (used for menu display) and it works perfectly.
You might also be interrested to know that there are some additional formats: 0x53 something between DXT1 & DXT5, 0x02 very weird, maybe some ARGB16!! I think I'll just use MarioKart scripts to get the job done as I had enough of this!!!
The pic here demonstrates the brilliance of the ARGB32 deswizzler I found!!
I'll keep you posted on the progress ...


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 Post subject: Re: Ninja Gaiden 2 x360
PostPosted: Sat Oct 31, 2009 4:09 pm 
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it's been over 3years and nobody has yet to convert my scripts into proper code Image

by the way, the diagswap in the script just grabs a chunk of data and replaces it 16bytes down the file

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 Post subject: Re: Ninja Gaiden 2 x360
PostPosted: Fri Nov 06, 2009 10:12 pm 
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Hi everyone!!
There's some new stuff here: the texture coords now are supported, it wasn't the most difficult part but textures are still giving me headaches, I think I'll leave this to MarioKart since he's the one complaining :mrgreen:
One more thing to say is that the converter posted earlier outputs an .MS file into the d:/ called bone.ms, well this is a max script file that generates the bones, I forgot to ommit this in the release because it's still under research but since it's there then you can try it to see :)
A new release with texture coords will be soon posted here at xentax !!


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 Post subject: Re: Ninja Gaiden 2 x360
PostPosted: Sun Nov 08, 2009 10:52 am 
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Ok here's the latest release with texture coord support, enjoy!!
You'll need to guess what texture to use because I didn't figure that out yet, this'll be the next step: know what textures go to which object in the scene, then there'll be texture support with deswizzling, bone skinning and morphing ... A lot of work and only one man to do it :)


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 Post subject: Re: Ninja Gaiden 2 x360
PostPosted: Sun Nov 08, 2009 11:05 am 
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Surveyor,

Can you attach some (original) character models ?
Unfortunately I did not find a downloadable demo version (game) on the Net.


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 Post subject: Re: Ninja Gaiden 2 x360
PostPosted: Sun Nov 08, 2009 8:15 pm 
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awesome, render time :P

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 Post subject: Re: Ninja Gaiden 2 x360
PostPosted: Wed Nov 11, 2009 10:00 pm 
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Surveyor wrote:
Surveyor,

Can you attach some (original) character models ?
Unfortunately I did not find a downloadable demo version (game) on the Net.

Sorry man I can't, the connection here is a 12 Kb/sec max so try to imagine how much does it take to upload 500 Mb of data. The term "Surfing the net" doesn't apply for us, down here we're only "Navigating" the net :(

I finally completed a working texture extractor, it is based on a code written by an unknown japanese person and supplied by MarioKart so I'd like to thank them alot!!!
The program strangely crashes for textures smaller than 64x64 in dxt1 and 128x128 in dxt5 formats, but in this age of HD gaming, The number of this (small) textures is next to zero!!
There is also some bugs in the deswizzling of some small textures, I don't know why and I don't plan to fix this :)
As usual, the program will batch process all the files present in its execution directory and the sub directories, this greatly saves time!!
This texture extractor is intended for Ninja Gaiden 2 & Dead or alive extreme 2 but might also work on Dead or Alive 4, who knows!!
A file worth extracting and viewing the textures is the "csn_card.ctb" present in doax2/stage directory: this holds the casino cards that got very nice poses of the girls and they are 512x1024 wohoo!!!
Well, Enjoy!!


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 Post subject: Re: Ninja Gaiden 2 x360
PostPosted: Thu Nov 12, 2009 2:46 am 
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aww, i was hoping you'd fix the 64x64 error.

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 Post subject: Re: Ninja Gaiden 2 x360
PostPosted: Thu Nov 12, 2009 6:46 am 
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Surveyor,

I don't need the full game (500 MB ?), I need some sample model files only.

Can you send me ( kz_3d@tvn.hu) some (.zip packed) files if it is possible ?


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