XeNTaX Forum Index
Forum MultiEx Commander Tools Tools Home
It is currently Fri Sep 22, 2017 9:22 am

All times are UTC + 1 hour


Forum rules


Please click here to view the forum rules



Post new topic Reply to topic  [ 50 posts ]  Go to page 1, 2, 3, 4  Next
Author Message
 Post subject: (PC) Mega Man X8 WSX/WPG
PostPosted: Fri Nov 18, 2011 12:25 am 
Offline
VVIP member
VVIP member

Joined: Fri Jul 04, 2003 6:11 pm
Posts: 688
Has thanked: 33 times
Have thanks: 14 times














You can make the ads go away by registering

The contents of this post was deleted because of possible forum rules violation.


Top
 Profile  
 
 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Sun Nov 20, 2011 6:24 pm 
Offline
VVIP member
VVIP member

Joined: Fri Jul 04, 2003 6:11 pm
Posts: 688
Has thanked: 33 times
Have thanks: 14 times
Looking into it more, seems a downside is that the bones are not given names... also seems to contain more than one model per WSX, like sub-models for projectiles. Though I am very certain of these being models.


Top
 Profile  
 
 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Sat Nov 26, 2011 2:22 pm 
Offline
VVIP member
VVIP member

Joined: Fri Jul 04, 2003 6:11 pm
Posts: 688
Has thanked: 33 times
Have thanks: 14 times
Closeup of his in-game model:

http://i148.photobucket.com/albums/s1/N ... vile3d.jpg

And a WSX may actually contain several models. Not just one. The main character model, texture association, and sub-models. I also still believe there are also animations in there too and a bone index.


Top
 Profile  
 
 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Mon Nov 28, 2011 6:53 am 
Offline
double-veteran
double-veteran
User avatar

Joined: Fri Jul 08, 2011 12:06 pm
Posts: 927
Location: Torrance, CA
Has thanked: 9 times
Have thanks: 254 times
Ordered game. I'll help you take a look at this after dec. 10 if no one else does it in the meantime.


Top
 Profile  
 
 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Mon Nov 28, 2011 11:34 am 
Offline
VVIP member
VVIP member

Joined: Fri Jul 04, 2003 6:11 pm
Posts: 688
Has thanked: 33 times
Have thanks: 14 times
Oh hey, thanks! That would be very appreciated. :D


Top
 Profile  
 
 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Sun Dec 11, 2011 7:33 am 
Offline
double-veteran
double-veteran
User avatar

Joined: Fri Jul 08, 2011 12:06 pm
Posts: 927
Location: Torrance, CA
Has thanked: 9 times
Have thanks: 254 times
OK, time to look at this now... any information that you already have about the locations of the textures would give me a head start on that. I think you said some textures were weird... the locations on those would be nice too. Other than that... time to get started.


Top
 Profile  
 
 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Mon Dec 12, 2011 1:28 am 
Offline
VVIP member
VVIP member

Joined: Fri Jul 04, 2003 6:11 pm
Posts: 688
Has thanked: 33 times
Have thanks: 14 times
Textures are in the opk folder sub-folder wrg. The wrg files are mostly raw 32-bit, but some have what seems to be colormaps and are like 8-bit textures.


Top
 Profile  
 
 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Tue Dec 13, 2011 3:48 pm 
Offline
double-veteran
double-veteran
User avatar

Joined: Fri Jul 08, 2011 12:06 pm
Posts: 927
Location: Torrance, CA
Has thanked: 9 times
Have thanks: 254 times
Yep, 8-bit textures. Most WPG files contain multiple textures. Each image is prefaced with a 0x12-byte header. So if you can read a header without hitting EOF, read another image, etc. Palette is 3*256 bytes and in BGR order. Bitmap palettes use RGBQUAD so you have to append a 0 alpha. The first DWORD in the header determines if file is 8-bit or 32-bit. Easy peazy. Time to work on the model format now.

Image


Top
 Profile  
 
 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Tue Dec 13, 2011 6:30 pm 
Offline
VVIP member
VVIP member

Joined: Fri Jul 04, 2003 6:11 pm
Posts: 688
Has thanked: 33 times
Have thanks: 14 times
Great! but what did you use to convert them? As far as I could tell, TiledGGD cannot view them properly. Only with the 32-bit ones it can.


Top
 Profile  
 
 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Tue Dec 13, 2011 6:39 pm 
Offline
double-veteran
double-veteran
User avatar

Joined: Fri Jul 08, 2011 12:06 pm
Posts: 927
Location: Torrance, CA
Has thanked: 9 times
Have thanks: 254 times
C++. TileGGD can't do it because of the 24-bit palette table; it probably needs the palette to be 32-bits for it to recognize it as a bitmap. Texture extractor posted below. The model format is quite a bit harder... every section in a model file uses a 0x6C to mark it and can't really find cues to get to the actual data. There is also no obvious index buffer but I do see obvious vertex formats... going to try dumping hard-coded vertices sometime later.

EDIT: Xentax won't let me attach even a 20 KB file at the moment ha ha ha. Will try again later.
EDIT: There we go. Just place exe in game root directory and run it and wait. Written for PC version of the game.


Attachments:


You do not have the required permissions to view the files attached to this post. Register to gain access.



Top
 Profile  
 
 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Wed Dec 14, 2011 5:00 am 
Offline
M-M-M-Monster veteran
M-M-M-Monster veteran

Joined: Sat Apr 09, 2011 1:22 am
Posts: 2387
Has thanked: 170 times
Have thanks: 277 times
Post a couple more models.

I'm guessing the third section (in the order they are referenced in the offset table) is the largest and probably contains the mesh info?

Each section has a very similar structure though o.O

_________________
Model Import Plugins/Scripts

Noesis Plugins | Reference files

Reference
Guide to 3D model reversal | 3D glossary


Top
 Profile  
 
 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Wed Dec 14, 2011 10:13 am 
Offline
VVIP member
VVIP member

Joined: Fri Jul 04, 2003 6:11 pm
Posts: 688
Has thanked: 33 times
Have thanks: 14 times
The contents of this post was deleted because of possible forum rules violation.


Top
 Profile  
 
 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Sat Dec 17, 2011 4:24 am 
Offline
ultra-veteran
ultra-veteran

Joined: Sun Jun 05, 2005 12:00 pm
Posts: 528
Location: Ontario, Canada
Has thanked: 23 times
Have thanks: 154 times
the wsx filesystem looks simple
LONG: Count
LONG: Data Size
LONG: Offsets (Loop*Count)

I broke down wsx and examined the parts individually.. each part is different, and I haven't found out what all the components do.

anyway I did find the geometry component, holding the vertex info. but I'm not sure how to read through the file yet. just as a test I hardcoded the offset and imported the vertex data.

Image

in file:PL_A.wsx @ 0xFBE6, each vertex definition is 60bytes long. XYZ,nX,nY,nZ,N,U,V
at that particular offset the count was 6974, I need to back trace the number to see where the geometry definitions are stored.

_________________
Research: [DOA2U] [DOA5U]


Top
 Profile  
 
 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Sat Dec 17, 2011 4:30 am 
Offline
double-veteran
double-veteran
User avatar

Joined: Fri Jul 08, 2011 12:06 pm
Posts: 927
Location: Torrance, CA
Has thanked: 9 times
Have thanks: 254 times
Cool. When I have ssome time I'll see if I can use your info to finish up an extractor. So many games so little time :). Triangles in the legs look a little off. Was there an index buffer?


Top
 Profile  
 
 Post subject: Re: (PC) Mega Man X8 WSX/WPG
PostPosted: Mon Jan 02, 2012 1:08 pm 
Offline
VVIP member
VVIP member

Joined: Fri Jul 04, 2003 6:11 pm
Posts: 688
Has thanked: 33 times
Have thanks: 14 times
pretty good! Some mess with a few triangles as howfie said but is a great deal of progress on the model format. Glad to see the UV mapping there as well.

Wonder what is causing those messy triangles? But is greatly intact overall! Hopefully will be able to read the data. I still believe some of the elements is animation data and a kind of bone system but the bones aren't named like most games, just values, or the names are Japanese... but that wouldn't be very Capcom-like. But first things first...


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 50 posts ]  Go to page 1, 2, 3, 4  Next

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 7 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group