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by DKDave
Sat Jan 23, 2021 4:13 am
Forum: 3D/2D models
Topic: hex2obj giving vertex count that is too high?
Replies: 9
Views: 293

Re: hex2obj giving vertex count that is too high?

Here's an initial basic Noesis script that should read the vertices and faces correctly from the text info supplied in the file.

You'll need to rename the files as *.bingeom for the script to work.
by DKDave
Sat Jan 23, 2021 2:20 am
Forum: 3D/2D models
Topic: hex2obj giving vertex count that is too high?
Replies: 9
Views: 293

Re: hex2obj giving vertex count that is too high?

Some more info: if you look at the end of the file, there is some text info that tells you how the data is stored. So in the attachment in the first post, you have this: {"type":"PolyMesh","faces":{"o":0,"l":1092,"b":1},"faceCount":{"o":1092,"l":4},"positions":{"o":1096,"l":2184},"colorMaps":{},"uvM...
by DKDave
Wed Jan 20, 2021 1:37 pm
Forum: 3D/2D models
Topic: extract the model from super robot taisen og:INFINITE BATTLE
Replies: 6
Views: 470

Re: extract the model from super robot taisen og:INFINITE BATTLE

This is my script so far, if you want to test it out. Not sure if it's perfect, but hopefully it should work with most models.
by DKDave
Tue Jan 19, 2021 2:09 pm
Forum: 3D/2D models
Topic: The Legend of Spyro: The Eternal Night models extraction
Replies: 4
Views: 112

Re: The Legend of Spyro: The Eternal Night models extraction

Here's my crappy initial Noesis script which should get the basic model data, with the faces. The file probably needs extensive parsing of the PS2's VIF data to get the full thing, for UVs and normals, etc. It's not perfect, but it's a start... It works similar to that Blender one, just as a test of...
by DKDave
Mon Jan 18, 2021 8:39 pm
Forum: 3D/2D models
Topic: The Legend of Spyro: The Eternal Night models extraction
Replies: 4
Views: 112

Re: The Legend of Spyro: The Eternal Night models extraction

Can you upload 1 or 2 examples of the model files?
by DKDave
Sun Jan 10, 2021 3:53 am
Forum: 3D/2D models
Topic: Haydee 2 (.mesh)
Replies: 2
Views: 98

Re: Haydee 2 (.mesh)

I've not looked in much detail, but I can see this object in one of the .mesh files. The data in those seems to start at 0x15c and each entry is 0x3c bytes (5038 vertices in this case). I can see vertices and UVs, not sure about most of the rest. The .skin file contains all the skeleton info, and .m...
by DKDave
Wed Jan 06, 2021 3:24 am
Forum: Audio file formats
Topic: Hyrule Warriors Age of Calamity SRSA SRST
Replies: 3
Views: 146

Re: Hyrule Warriors Age of Calamity SRSA SRST

I posted this on Discord earlier: For the .srsa file - delete the first 16 bytes, and save as a new file with the extension .ktsl2asbin. For the .srst file, delete up to the "KTSS" header and save as a new file with the extension .kns - both will then play in Foobar with vgmstream. Also on the Disco...
by DKDave
Mon Jan 04, 2021 3:30 am
Forum: 3D/2D models
Topic: Dead Rising 4 models
Replies: 3
Views: 130

Re: Dead Rising 4 models

You can use Model Researcher if you just want to export an .obj file, with these settings for vertices, faces and UVs:

Image

Image

I'm not sure if there are other meshes in that file or not ...
by DKDave
Fri Dec 18, 2020 8:37 pm
Forum: Audio file formats
Topic: Age of Empires II: Definitive Edition, extracting files
Replies: 2
Views: 149

Re: Age of Empires II: Definitive Edition, extracting files

Foobar with the vgmstream plugin opens both of those .bnk files with no problems - and it will convert them to .ogg, or other formats.
by DKDave
Mon Dec 14, 2020 8:10 pm
Forum: 3D/2D models
Topic: Giana Sisters : Twisted Dreams - Owltimate Edition NX files
Replies: 28
Views: 1073

Re: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

I did manage to get the textures working at least - but still not sure how they're referenced properly. But it's a start! Still definitely a lot more in those files to work out. This is with the diffuse and normal texture maps, although I'm not sure if the normal map is displaying properly or not. h...
by DKDave
Mon Dec 14, 2020 6:27 pm
Forum: 3D/2D models
Topic: Giana Sisters : Twisted Dreams - Owltimate Edition NX files
Replies: 28
Views: 1073

Re: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

Yeah, there's a few characters like that in there. Could be leftovers, or just Easter eggs for us to find.

As far as I can see, there's no skeleton info in those files, so those must be stored elsewhere.

It would be good to get some of the textures to experiment with too.
by DKDave
Mon Dec 14, 2020 4:27 pm
Forum: 3D/2D models
Topic: Giana Sisters : Twisted Dreams - Owltimate Edition NX files
Replies: 28
Views: 1073

Re: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

Yeah, I found some characters models in file 0:

Image

I've also amended my code to include an export to .obj option for the models (attached). It successfully exports all models in file 0 - haven't tried the others yet.
by DKDave
Mon Dec 14, 2020 2:05 pm
Forum: 3D/2D models
Topic: Giana Sisters : Twisted Dreams - Owltimate Edition NX files
Replies: 28
Views: 1073

Re: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

I've looked for the positional info in the file but couldn't see anything that worked - unless someone else knows where it is, and I can easily add it.
by DKDave
Mon Dec 14, 2020 1:05 am
Forum: 3D/2D models
Topic: Giana Sisters : Twisted Dreams - Owltimate Edition NX files
Replies: 28
Views: 1073

Re: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

If you want to try out my hacked together work in progress Noesis script, I've attached it.

You only need to enter the required mesh number in the file and it should display it. UVs and normals are included where known, as not every mesh has the same vertex layout!
by DKDave
Sun Dec 13, 2020 9:11 pm
Forum: 3D/2D models
Topic: Giana Sisters : Twisted Dreams - Owltimate Edition NX files
Replies: 28
Views: 1073

Re: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

The format of the whole archive isn't too bad - there's a table at the start which has info like the stride value for each mesh. This is referenced from the 2nd table, which has the vertex/face counts, etc. Then the vertex/face data tables after that. There's probably an index somewhere for the text...