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by EcheloCross
Sat Oct 25, 2014 12:14 am
Forum: 3D/2D models
Topic: Gran Turismo 6 Models
Replies: 245
Views: 117175

Re: Gran Turismo 6 Models

Here is my code so far for handling the MDL3 files. If you read through it you can either copy it to a c# program of your own, or re-write it in the language of your choice. This code handles both the 2nd highest lod, and the vertices only of the highest lod. The faces for the highest lod are edge c...
by EcheloCross
Mon Oct 20, 2014 5:38 pm
Forum: 3D/2D models
Topic: FF 13 3D models ripping possible ...
Replies: 420
Views: 188364

Re: FF 13 3D models ripping possible ...

The UV have been moved into the vertex info stride. The rest of the "mesh" parts are the same. Not sure about the other blocks.
by EcheloCross
Thu Aug 28, 2014 12:07 am
Forum: 3D/2D models
Topic: Gran Turismo 6 Models
Replies: 245
Views: 117175

Re: Gran Turismo 6 Models

Taking a break from gt6 data.

Theres 2 data blocks left to parse for the highest lod meshes. They must be at least faces and uv.
They are a format I haven't seen yet though. Will post some info about them soon.
by EcheloCross
Wed Aug 27, 2014 5:50 pm
Forum: 3D/2D models
Topic: Risen 3 Titan Lords
Replies: 20
Views: 7268

Re: Risen 3 Titan Lords

Looking through the db now Looks like the model data block is shared by each material, which makes sense as to why the uv were overlapping when I originally read the whole model. Model : Hum_F_Body_Main_Patty_1_L1 --Material: Hum_F_Body_Main_Patty_Fabric_1 B23C93CD F5536CE5 00000004 00000000 : amoun...
by EcheloCross
Wed Aug 27, 2014 2:31 am
Forum: 3D/2D models
Topic: Risen 3 Titan Lords
Replies: 20
Views: 7268

Re: Risen 3 Titan Lords

Still looking for info about the mesh parts, I see the addresses like you explained in the mat files The entries that look similar to your info are the 0x6C880000 ones. This is the size of the vertex buffer to use? 2B826666 67AE4F05 A5568D0B 07A5CD1C 00000032 0001A83E 61170D65 6C880000 0024 0022 : H...
by EcheloCross
Tue Aug 26, 2014 6:01 pm
Forum: 3D/2D models
Topic: Risen 3 Titan Lords
Replies: 20
Views: 7268

Re: Risen 3 Titan Lords

For the ones with a vertex stride of 0x1C, the entries look like this. I'm wondering if these u1 to u4 bytes are a mesh part flag? vx vy vz u1 u2 u3 u4 nx? ny? nz? tu tv C176EDFA 42A5276D C11EE9E2 00 01 00 02 2492 373A 383E 0000 3BA0 3898 4163758E 42A8AEE6 41218A09 00 00 04 03 36D7 3894 0000 0000 3B...
by EcheloCross
Tue Aug 26, 2014 5:42 pm
Forum: 3D/2D models
Topic: Risen 3 Titan Lords
Replies: 20
Views: 7268

Re: Risen 3 Titan Lords

napoleon321 wrote: Oh, I also have one stupid question, you're working on the new Risen game, how about the old one? Is it possible to get something from it?
chrrox wrote a python script for noesis for Risen 2.
viewtopic.php?p=69140#p69140
by EcheloCross
Tue Aug 26, 2014 5:28 pm
Forum: 3D/2D models
Topic: Risen 3 Titan Lords
Replies: 20
Views: 7268

Re: Risen 3 Titan Lords

I see a little fvf table similar to the one in Risen 2. Not sure how to relate the data to the vertices and faces blocks though. 0001 0000 00000065 facesSize 0000E86E 00000000 vertsSize vertsStride 0002D004 0000001C partCount 00000000 00000005 p1 p2 p3 p4 0000 0000 0200 0000 0000 000C 0500 0200 0000...
by EcheloCross
Tue Aug 26, 2014 2:57 pm
Forum: 3D/2D models
Topic: Risen 3 Titan Lords
Replies: 20
Views: 7268

Risen 3 Titan Lords

Started playing this game a few days ago. Decided to take it apart. Really simple format, but it looks like some of the uv didn't read correctly. Anyone seen uv results like this before? Its like they put 2 textures side by side, and 1 uv map for both textures. The other odd thing is that it seems l...
by EcheloCross
Sun Aug 24, 2014 4:14 pm
Forum: 3D/2D models
Topic: Gran Turismo 6 Models
Replies: 245
Views: 117175

Re: Gran Turismo 6 Models

@ EcheloCross, is it same for Tracks, or they are easily to extract? Cheers... As far as I can tell, the .rwy files are just the roadway of each track. 32bit floats for vertices and 24bit faces. Also the edges of the roadway seem to be stored as a separate group of 32bit floats and ushort faces, bu...
by EcheloCross
Sun Aug 24, 2014 2:01 am
Forum: 3D/2D models
Topic: Gran Turismo 6 Models
Replies: 245
Views: 117175

Re: Gran Turismo 6 Models

So far, ushort for highest lod is only working for some models, the vertices look like they can have different amounts of bits for different cars. the following pictures are the (1132 0140 0003 1932 Abarth 1500 Biposto Bertone B.A.T 1 '52) http://i.gyazo.com/ba943201c5ad01f75ea1e6ad7992de10.png http...
by EcheloCross
Sat Aug 23, 2014 9:37 pm
Forum: 3D/2D models
Topic: Gran Turismo 6 Models
Replies: 245
Views: 117175

Re: Gran Turismo 6 Models

making progress.. still need to find faces, but now parsing all highest lod vertices from body_s automatically, I see the bounding box too, next step is to scale it according to the bounding box http://i.gyazo.com/6ded2f357f2afdc2c07c831ec19e7362.png http://i.gyazo.com/2b371c1320db0d009df4eaacfee802...
by EcheloCross
Sat Aug 23, 2014 5:07 pm
Forum: 3D/2D models
Topic: Gran Turismo 6 Models
Replies: 245
Views: 117175

Re: Gran Turismo 6 Models

Hmm, I'm seeing more data now

unsigned shorts
Image

front of abarth 500 '09
Image

So looking like this data I suspected to be 48bit floats is just unsigned shorts. Now to find the faces.
by EcheloCross
Sat Aug 23, 2014 2:47 pm
Forum: 3D/2D models
Topic: Gran Turismo 6 Models
Replies: 245
Views: 117175

Re: Gran Turismo 6 Models

Sorry for double posting :) I'm on my mobile phone now, so I can't post images here,I will return to my pc at sunday ;) Just take a look here-theese are screenshots from the official polyphony digital presentation of gt6 http://www.google.com/search?q=gran+turismo+6+adaptive+tessellation&client...
by EcheloCross
Thu Aug 21, 2014 5:06 pm
Forum: 3D/2D models
Topic: Gran Turismo 6 Models
Replies: 245
Views: 117175

Re: Gran Turismo 6 Models

That pic is from the info file, not the body_s, the info files are too small to be detailed meshes. Have a look at scene/script/s0375. There is a line in there that may be doing the mesh smoothing setEffectParameter blurfilter.mask.meshDiv 16 16 Also, the large concept art pic looks like quads, not ...