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Ninja Gaiden 2 x360
http://forum.xentax.com/viewtopic.php?f=16&t=3741
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Author:  Surveyor [ Sun Sep 27, 2009 11:23 am ]
Post subject:  Ninja Gaiden 2 x360

Hi there !!
Ninja Gaiden 2 is one of the best games out there and you sure know how gorgeous the models are!! (if you don't then you better check out)

Through my drills, something started to show up: the MODELS baby ! 8D !!
Now admire this work in progress pic, this model has undergone heavy weld/unify modifications under max so the converter is far from being refined. More is still to come !!

Author:  chrrox [ Sun Sep 27, 2009 1:02 pm ]
Post subject:  Re: Ninja Gaiden 2 x360

Very Nice I look forward to your release :)

Author:  Mr.Mouse [ Sun Sep 27, 2009 10:50 pm ]
Post subject:  Re: Ninja Gaiden 2 x360

Excellent work! :D

Author:  Surveyor [ Mon Sep 28, 2009 1:56 pm ]
Post subject:  Re: Ninja Gaiden 2 x360

Now the busty sonia, WoHooooo!! 8D

Author:  Surveyor [ Tue Sep 29, 2009 12:12 pm ]
Post subject:  Re: Ninja Gaiden 2 x360

HI there !!
The work on ng2 looks promissing but the textures have a weird format, I can't figure it out: they ressemble to DDS but they aren't !!! some of them are compressed and I read somewhere that xbox 360 gpu now accepts compressed texture data directly (a new kind of texture compression not the DXT1..5 compressions) and some other textures are uncompressed and look just like the regular DDS !! I included 2 textures: one compressed and one uncompressed, take a look at these and see if you can do something :)

Author:  Surveyor [ Thu Oct 01, 2009 2:57 pm ]
Post subject:  Re: Ninja Gaiden 2 x360

Nobody ?? :wink:
Oh come on, give the old man some help :?

Author:  pixellegolas [ Thu Oct 01, 2009 4:36 pm ]
Post subject:  Re: Ninja Gaiden 2 x360

cant help you to look because i am at work but have you tried it in different dds viewers like that ati tool for textures?

Author:  chrrox [ Thu Oct 01, 2009 5:19 pm ]
Post subject:  Re: Ninja Gaiden 2 x360

ill look at it tonight I think i can help it should be the standard 360 swizzle method.
I have a script somewhere on my hard drive to convert them ill dig it up.

Author:  mariokart64n [ Sat Oct 03, 2009 3:08 am ]
Post subject:  Re: Ninja Gaiden 2 x360

do a 32bit swap operation on the compressed.bin you posted and toss a DXT1 header on it.

Image

I encountered this when hacking DOA4, you can actually find that thread here on xentax, unfortunately the information concerning it is long gone :(

EDIT
would you be interested in extracting models from any of these 360 games;
BulletWitch
Ninety Nine Nights
Circle of Doom
Golden Axe
Onechanbara

I've been eye ball'n those models for awhile

Author:  Surveyor [ Sun Oct 04, 2009 2:45 pm ]
Post subject:  Re: Ninja Gaiden 2 x360

Great !! thanks guys !!!
But can you be more precise, the 32bit swap: is it a byte or a bit swap?
I checked the DOA4 thread and honnestly I didn't understand, can you explain the swizzle thing?

Quote:
would you be interested in extracting models from any of these 360 games;

Generally, when the data is compressed I don't bother searching for the decompression. Other than that, I only have a few games:
- Infinite Undiscovery, not very interresting
- Midnight Club Losangeles, I'd like to extract the city models but the data is compressed and I'm too bad at decompression :(
- Halo 3, plenty of tools out there, though I'd love to have the musics.
- Ninja Gaiden 2, en cours...
- Tenchu Z, model data is easy to extract but I'm very busy right now, maybe later.
- Gears of War 2, excelent game but nothing very interresting to extract, uses the unreal engine 3 anyways.
- Soul Calibur 4, models are pretty but the data is compressed, I can't move on!

As to the games you mentioned, I think I'll choose these:
Ninety Nine Nights, has some gorgeous models
OneechanBara, maybe!

Let me know if the data on these games is compressed or not, ok?

Author:  mariokart64n [ Sun Oct 04, 2009 4:05 pm ]
Post subject:  Re: Ninja Gaiden 2 x360

I believe for the 32"bit" swap it basically takes 4bytes and reverses em. 01 02 03 04 = 04 03 02 01... but you can preform this action any time. and also might have some connection to the algorithm.. ? but won't effect the outcome of the swizzle.. cause well all it's doing is reversing the file..

also the games I mentioned above should all be uncompressed.. minus golden axe.. I got no clue. back when I had my modded 360 running I had these all ripped on my PC. and I was working heavily with extracting DDS textures. :scaredy:

and it might be nice to know that theswizzle is quite simple. :) ...um but I don't have a programmer background. I'm more the visual arts guy, 2d/3d... that's why my explanations of the swizzle are kinda out there. but hopefully I can hit some reasoning of understanding.

>at first I was lucky, tecmo left in reused content in DOA4 from DOAU from the original xbox. I compared the pixels one-by-one in paintshop. and like a puzzle rearranged the texture whole again. I found the pixels were grouped then swapped to another area of the image in a mathematical increment. by studying textures from DOA4 and other 360 games my study grew and after 3months I was able to unswizzle any DDS texture from any 360 game. paintshop jasc gave me an ability to record image editing operations, so I was able to record my actions when unswizzling an image by hand.

..anyway enough history, basically we had a paint solution that was no good for mass converting textures. so me and jamesinator had a look at the hex in the dds file. and we basically came up with the same algorithm for the swizzle.

the original algorithm was documented.. but online only.. >_< and after my 360 bit the dust.. I dropped all interest in modding. hence the algo was lost over 3years.. but i'll try to explain what I recall, least it'll give you a starting point.

what we found is that the first 4bytes always remain untouched. then the next 4bytes would be relocated 16bytes after.then after doing that 8times the 9th set of 4bytes would not relocate. then after that is just repeats.. :bleh: hmm actually I don't remember much.

however there's a paintshop solution to this. there's also an illegal solution, but I can't get my hands on it. apparently there's something in the 360SDK that will swizzle and unswizzle for you. if you get your hands on that plz share :keke:

Author:  chrrox [ Sun Oct 04, 2009 5:48 pm ]
Post subject:  Re: Ninja Gaiden 2 x360

Fatduck discovered the format of Ninety Nine Nights :)

Code:
struct Header {
  dword     ??
  dword     ??
  dword     ??
  dword     numGeometry
  dword     numBones
  dword     ??
}
struct Geometry {
  dword         ofs
  dword         ??
  dword         ??
  dword         FaceType
  dword         numVerts
  dword         numFaces
  <unknown>5
  dword         nLen
  char[nLen]    ??String
  dword         nLen
  char[nLen]    ??String
  dword         ??
  char[256]    MaterialName
  float_4        colorRGBA
  float_4        colorRGBA
  float_4        colorRGBA
  float            MatValue
  dword_7     TextureType
  char[255]_7   TextureName
  Byte_7        TextureFlag
  dword_3     DataType
  <Data>    Vert, Normal, UV, Weight, Face etc...
  dword         usedBones
  struct BoneData
    dword       nLen
    char[nLen]  BoneName
  }
 
  float_6       bounding 
}



This game also uses swizzle textures.
The files are compressed but I have a quickbms script that can extract them if you need it.

Author:  magnum [ Wed Oct 07, 2009 2:57 am ]
Post subject:  Re: Ninja Gaiden 2 x360

Standard xbox 360 swizzle method? Any chance you can explain what that is, or post a script? I've been trying to deswizzle some xbox 360 (DDS) textures, and have had no luck.

Edit:

Actually, scratch that, looks like I figured it out... (Mario, you rock!)

Author:  mariokart64n [ Thu Oct 08, 2009 3:07 am ]
Post subject:  Re: Ninja Gaiden 2 x360

I spent 3 long months deciphering that stuff. also what chrrox meant about the standard swizzle, was about the scripts I made.

but it's not standard, he's wrong about that.

I've discovered 4 different types of swizzle algos, I just call them "the 360 swizzle" to generalize it. the DXT1 swizzle is most commonly used.

Author:  Surveyor [ Thu Oct 08, 2009 10:50 am ]
Post subject:  Re: Ninja Gaiden 2 x360

Hello,
Guys you're going to be pleased!!! Dead or Alive Extreme 2 models and Ninja Gaiden 2 models share the extact same format, which means that soon there will be one converter for both of these games, isn't that fantastic???? I'm very excited and the pic below shows exactly how I feel, the moderators should include something like this in the icons and I'm sure as hell tecmo is not going to be happy :)
Ok seriously now ... can I post the pics here or is it too nude to be shown, from what I know, doax2 is a +12 game but the base models are nude (they don't have clothes that is) the girls are busty but aren't so +18 so I think this shouldn't a problem.
Right now only the vertex data is extracted + some face problems, soon there will be a support for texture coords and more.

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