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 Post subject: Re: Ninja Gaiden Sigma 2 Model Format
PostPosted: Tue Oct 17, 2017 5:05 am 
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I don't know if you hadn't seen this:

https://doax-venusvacation.jp/

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 Post subject: Re: Ninja Gaiden Sigma 2 Model Format
PostPosted: Tue Oct 17, 2017 5:13 am 
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Darko wrote:
I don't know if you hadn't seen this:

https://doax-venusvacation.jp/


I know of it, but I don't have time for more grind fests from TN let alone even more alternate region and registration obstacles. I can only hope that it lends itself to more accessible models, since I haven't heard of any progress on the PS4 front yet. Screenshots look really nice, :]


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 Post subject: Re: Ninja Gaiden Sigma 2 Model Format
PostPosted: Tue Oct 17, 2017 6:48 pm 
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Protocol X27 wrote:
I hope that long winded mess helps
yep, thx!
Now I'd need to know what exactly you want to achieve?
Getting a mesh/obj file from NG Sigma 2, right?

So far I used AFSExplorer to export a .tmc file from chr_ayane.afs.

But when using the io_import_TMC-GMD.py with blender it imported nothing:
<!> event has invalid window
end() executed in 0 seconds


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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: Ninja Gaiden Sigma 2 Model Format
PostPosted: Tue Oct 17, 2017 7:12 pm 
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Cool, I probably clouded the issue by adding multiple items.

The desired goal is a means of extracting meshes, weights, uvs & textures from Ninja Gaiden Sigma 2. A secondary goal would be same thing for Ninja Gaiden Sigma models too, but I know 'some' content from that is accessible in newer games. I'm indifferent if the extraction process is Noesis or Blender as long as the mentioned items are extractable.

So, the .afs files are from Ninja Gaiden Sigma 1. I do not know of an extraction method for those yet. I just included them as a reference in case they were helpful. Even though they are .tmc format, after being extracted from the AFS, Team Ninja moved stuff around. The TMC-GMD script you tried though does work with the Tactical Ninja (Xbox 360) files for the GMD/TTGL (These work via Blender Script OR Noesis). The Tactical Ninja (PS3) files from Sigma 2 are supposed to represent the same character, but the data has been separated across the GMD/TTGL differently (These do not work by Script or Noesis). So I'm hoping that someone's knowledge of structures combined with comparison to a working case might yield an import method.

I think I spoke incorrectly regarding that Blender plugin previously. TMC-GMD.py so far only works up to Xbox 360 DOA5/NG3 files. I don't think it works on DOA5 PC files. The DOA5 PC samples in my last post should work with this plugin, if it helps has a reference.

http://www.mediafire.com/file/25etrcllb ... 0.17.0.zip


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 Post subject: Re: Ninja Gaiden Sigma 2 Model Format
PostPosted: Tue Oct 17, 2017 8:01 pm 
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point cloud for e_bni_a-XBOX.gmd looks ok - problem is to find the suiting face indices block:

gosh, of course it was the last possible address - while I was starting from the lowest. :D

(uvs? well, don't seem to be contained in the FVF block.)


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extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

"We are Microsoft. You will be assimilated. Resistance is Futile."


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 Post subject: Re: Ninja Gaiden Sigma 2 Model Format
PostPosted: Tue Oct 17, 2017 8:28 pm 
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Very nice.

So from what I'm seeing in this Xbox format, it doesn't have pretty points at the beginning of the file like newer formats, plus its using the older VBuf/Ibuf method for indexing which I don't get. I don't see buffer lengths like in the newer stuff. There are matching VBuf & IBuf counts, so if they stacked them all together finding the first index block should match the first vertex block.

Just guessing here,
0x00001000: Index for Texture, Vertex & Index data
0x0000D000: Looks like the Start of Vertex Data
0x004AF000: Looks like the Start of Index Data, would this be the face data as you're calling it?


Edit:
D'Oh, you beat me to it, lol. You found it while I was typing...

Edit 2:
Yeah, no dice on the UV matching the DOAX3 FVF which is the only one I've used H2O for so far. In that case the UV was 4 bytes less than the FVF and I had to use HF_UV.


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 Post subject: Re: Ninja Gaiden Sigma 2 Model Format
PostPosted: Tue Nov 07, 2017 10:34 pm 
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:o NGS2 models are going to be ported able for now?

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 Post subject: Re: Ninja Gaiden Sigma 2 Model Format
PostPosted: Tue Nov 14, 2017 10:33 am 
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Re: TN format. Team Ninja has used similar structures for their files across DOA5 Xbox, DOA5LR PC and DOAX3 Vita, so when I saw format I'm referring to knowledge of what I've seeing in the files.

@Protocol X27 If you don't care about the quality,you can take a look at the .GMD file in Ninja Gaiden Sigma 2 Plus.It seems to be a TN format, similar with DOA5LR PC.

And again,thank you for your reasarch on DOAX3 Vita :)

Please forgive me my lousy English. :P


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 Post subject: Re: Ninja Gaiden Sigma 2 Model Format
PostPosted: Tue Nov 14, 2017 2:46 pm 
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@DeeepLonE Thanks :) I do know they are somewhat similar, Xbox vs PC is mostly just Endian difference, and PC to X3 Vita are just restructures. Since I had been digging around I was hoping that revisiting might find someone who can better locate the verts and stuff that we don't have already have importers/extractors for. Years back the encryption was the issue, now that's no longer the hurdle.

Dang, thanks for the tip on the Vita + version. I was shooting for the HD version first, but it it's that similar it's worth looking into. It is almost identical indeed albeit the same as NG3, but with an endian flip. It looks like it's missing the textures. Was there a corresponding TTGL or TMCL file with the GMD?


@ngovandang not yet, but here's hoping. :)

Edit: It looks like the Verts & Faces are missing from GMD as well. I may be able to adapt my X3 tools to get the data for starters, but I'll need to figure out which files have the missing data first. I'll track those down later today.


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 Post subject: Re: Ninja Gaiden Sigma 2 Model Format
PostPosted: Tue Nov 14, 2017 5:06 pm 
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Re:It looks like it's missing the textures. Was there a corresponding TTGL or TMCL file with the GMD?
@Protocol X27

Hi Protocol X27,
I'm sorry about my rudeness, I should say hello first.
I'm totally a muggle on coding but a big fan of Ninja Gaiden.
May be there are some relationship between.GMD file and .TTGL file? (My guess) :D
And the AYA_B.GMD file is much bigger,a suspicious one. :ninja:
You may already know that,sorry for being useless. :(

Forget about my lousy English,please.


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 Post subject: Re: Ninja Gaiden Sigma 2 Model Format
PostPosted: Tue Nov 14, 2017 6:08 pm 
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Hey, don't worry at all. I did not take that you said as rude or useless. If anything I didn't think to take into consideration tone change from any form of translation. ;) I almost even posted without referencing the file you posted which is actually very helpful because I do not have the data yet. :)

Did you see other files? If there is TTGL files I guarantee those are probably related. It looks like GXT headers are in the GMD, but not the actual image data. This is also similar to X3, so will probably need all related to files to properly pull everything. AYA_B, just may have more poly's. She has like 4 costumes in total for the game, or more including the pre-order costumes.


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 Post subject: Re: Ninja Gaiden Sigma 2 Model Format
PostPosted: Wed Nov 15, 2017 3:33 pm 
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@DeeepLonE How did you extract the AYA_C.GMD? I found some data, but I'm stuck with the databin.lnk Let me know which method you used. Otherwise, I'll have to dig through my old files to see if old DOA extractors work on it... :-/


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 Post subject: Re: Ninja Gaiden Sigma 2 Model Format
PostPosted: Wed Nov 15, 2017 4:07 pm 
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@Protocol X27
Hi, Protocol X27, Are you still in there?
Oh,I forgot to metion it, my bad. :oops:
Please open the base.bin file with Archive Tool 1.2.1, select decompression and do not select decryption. :)

Edit:
I will try my best to help you, wish you good luck, bro. :)


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 Post subject: Re: Ninja Gaiden Sigma 2 Model Format
PostPosted: Wed Nov 15, 2017 7:31 pm 
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@Deeep

Thanks, that saved me the time of trying different tools.

Edit: Archive Tool was not working originally, but I realized normal Extract was not working, but Right Click > Extract was. Problem solved.

I got both GMD/TTGL's extracted. Looks like I mispoke. Images are in the GMD, but the Face/Vertex data is much like DOAX3 in that both are contained in the TTGL. I'm going to try rearranging some things to either get the mesh showing in Hex2Obj or manual rip an image if I can find the start/end points.


Edit 2: Image Success! Images are same format as DOAX3, manually ripped method works, just need to update my script accordingly.

Image


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 Post subject: Re: Ninja Gaiden Sigma 2 Model Format
PostPosted: Thu Nov 16, 2017 4:47 am 
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@Protocol X27

Wow, you are so cool, man. You did it!

Can't wait to meet the new script. :D

Edit:
Did I express myself in a proper way? :oops:
Forget about the details, please.


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