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- Wed Sep 24, 2014 9:49 am
- Forum: Compressed files and methods
- Topic: So I'm taking a crack at Sly 3's great big .WAD file...
- Replies: 3
- Views: 1792
So I'm taking a crack at Sly 3's great big .WAD file...
I have PS2dis, the latest dev version of PCSX2 with the brand-new debugger, prior experience deciphering compression and archive formats...and a woeful lack of PS2 hardware knowledge. Having determined little from my probings into a small sample of the colossal 3GB SLY3.WAD, I'm thinking my best opt...
- Tue Sep 23, 2014 9:00 am
- Forum: Code Talk
- Topic: Virtual PS2 debugging
- Replies: 10
- Views: 11171
Re: Virtual PS2 debugging
The latest dev builds of PCSX2 have a new debugger. I've fiddled with it a bit, but I don't know enough about PS2 hardware to determine how good it is. Mainly I was thinking of having a crack at the .WAD format of Sly 3, but I'll admit I'm stymied as to how to catch the system in the act of reading ...
- Mon Feb 24, 2014 7:57 pm
- Forum: 3D/2D models
- Topic: Looking for help decoding .AMD model files
- Replies: 10
- Views: 4309
Re: Looking for help decoding .AMD model files
I already figured out the meshes. What I'm having trouble with now is the rigging. Okay, going back to the screenshots above: as it turns out, the "tails" of the bones are actually where each vertex group is supposed to rotate. Right now I've got things set up where the bones are flipped: ...
- Thu Feb 20, 2014 7:32 am
- Forum: 3D/2D models
- Topic: Looking for help decoding .AMD model files
- Replies: 10
- Views: 4309
Re: Looking for help decoding .AMD model files
...it's insane. The bones are all backwards.
I...think I've got rigging working properly now. It's ugly, but it's serviceable. The animation data is all that remains. (Also got shape keys working. Good times.)
I...think I've got rigging working properly now. It's ugly, but it's serviceable. The animation data is all that remains. (Also got shape keys working. Good times.)
- Sun Feb 16, 2014 10:36 am
- Forum: 3D/2D models
- Topic: Looking for help decoding .AMD model files
- Replies: 10
- Views: 4309
Re: Looking for help decoding .AMD model files
Well, it's been a week and a half since I last posted about my progress, and thanks to this and other resources, I'm at a point where I can import textured, rigged AMD models directly into Blender. But I'm still having a little trouble. http://puu.sh/6Y9x9 As you can see here, I've got bones and mes...
- Sat Feb 08, 2014 1:48 am
- Forum: 3D/2D models
- Topic: Blender- and Python-compatible 3D export format?
- Replies: 8
- Views: 3187
Re: Blender- and Python-compatible 3D export format?
Would it be possible to import data from multiple files at once that way? 'Cause that's what I have to work with. I've got meshes in one, textures in another, skinning data in yet another, what I suspect is vertex-based animations in a fourth, and finally, a big whopper file that I presume contains ...
- Thu Feb 06, 2014 11:29 am
- Forum: 3D/2D models
- Topic: Blender- and Python-compatible 3D export format?
- Replies: 8
- Views: 3187
Re: Blender- and Python-compatible 3D export format?
Useful, useful. And plain ASCII to boot; it shouldn't be hard to write a Python exporter. :3 Question, though: it says I can only have one animation per SMD file. I'm fairly certain I'll have to export multiple animations; what should I do? Just string 'em all together in the same file, or export a ...
- Thu Feb 06, 2014 10:52 am
- Forum: 3D/2D models
- Topic: Blender- and Python-compatible 3D export format?
- Replies: 8
- Views: 3187
Blender- and Python-compatible 3D export format?
So I've run into a snag with my model ripping experiment that isn't related to the actual format of the files I'm trying to extract models and animations from. I'm having trouble finding a good export format to work with: at first I managed to export models in .OBJ format, but then I discovered .obj...
- Thu Feb 06, 2014 12:35 am
- Forum: 3D/2D models
- Topic: Looking for help decoding .AMD model files
- Replies: 10
- Views: 4309
Re: Looking for help decoding .AMD model files
And it turns out I was overthinking things - the Gamecube's texture format is just vanilla DXT1. :3 So now I'm at a point where I can dump a model and have it look good. I had some weird problems with .OBJ format (missing verts and faces), which is probably for the best - I didn't realize OBJ didn't...
- Wed Feb 05, 2014 1:37 am
- Forum: 3D/2D models
- Topic: Looking for help decoding .AMD model files
- Replies: 10
- Views: 4309
Re: Looking for help decoding .AMD model files
Aaaaand...success. :3 http://puu.sh/6KheV.png Figured out how the triangle strips were stored. Each one's prefixed by 0x98 followed by the number of vertices. Each vertex is actually four bytes' worth of data - the actual mesh vertex, followed by the UV coordinate and submesh (in some order; I haven...
- Mon Feb 03, 2014 1:07 pm
- Forum: 3D/2D models
- Topic: Looking for help decoding .AMD model files
- Replies: 10
- Views: 4309
Re: Looking for help decoding .AMD model files
Okay, another update. I did some testing the old-fashioned way - editing the file in a hex editor, inserting it into the ISO, running the game, seeing what changed. And from the looks of things, the first chunk of verts is the actual model mesh. I've also figured out an explanation for some - though...
- Sun Feb 02, 2014 7:56 pm
- Forum: 3D/2D models
- Topic: Looking for help decoding .AMD model files
- Replies: 10
- Views: 4309
Re: Looking for help decoding .AMD model files
Submeshes! Okay, that's a good start. I'll admit I wasn't sure what those were until I looked them up just now - still not sure I completely understand (they're for rendering materials, right?), but it'd explain why the first block of verts is shaped like the model but doesn't quite look like it. He...
- Sun Feb 02, 2014 10:25 am
- Forum: 3D/2D models
- Topic: Looking for help decoding .AMD model files
- Replies: 10
- Views: 4309
Looking for help decoding .AMD model files
I've been trying my hand at ripping models (and hopefully animations as well) from an old Atlus game on GCN called Go! Go! Hypergrind. I've had some experience hacking games and deciphering file formats in the past, and I've made some progress already: I can figure out the file offsets in the main ....
