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by MrAdults
Sat Apr 03, 2010 3:02 pm
Forum: 3D/2D models
Topic: FF 13 3D models ripping possible ...
Replies: 420
Views: 126067

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

http://pastebin.com/FMhkmjcf Comments at top are wrong/outdated, and lots of dependencies on external data types/functions, so you will not have much luck compiling it as-is. But it is obvious what the external functions do and what the data types are, so, no big deal. Lots of it also still incredib...
by MrAdults
Fri Apr 02, 2010 11:57 pm
Forum: 3D/2D models
Topic: FF 13 3D models ripping possible ...
Replies: 420
Views: 126067

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

I've had the same thought with a lot of this format - there's a lot of string-based data that seems like it would just be better off as index data. For the pixel/vertex shaders, though, it's reasonable that the program would be hardcoded to the way memory is laid out for all of the desirable data st...
by MrAdults
Thu Apr 01, 2010 9:24 pm
Forum: 3D/2D models
Topic: FF 13 3D models ripping possible ...
Replies: 420
Views: 126067

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

revelation: Turns out signed is correct for the bone indices, -1 is used for all "unused" weights on a vert. This data looks very much structured for PS3 SPE transforms instead of for a vertex shader. Actually, I suppose the fact that the skeleton data is all still little endian would also support t...
by MrAdults
Thu Apr 01, 2010 11:25 am
Forum: 3D/2D models
Topic: FF 13 3D models ripping possible ...
Replies: 420
Views: 126067

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

Yeah, I guess after all, there are only so many ways to correctly interpret the same data. :) As for the bone index data, I noticed it too, and it didn't make sense, but neither did types 3 and 6 both covering the same data type. I initially had them reversed, but normals appeared to behave correctl...
by MrAdults
Thu Apr 01, 2010 12:08 am
Forum: 3D/2D models
Topic: FF 13 3D models ripping possible ...
Replies: 420
Views: 126067

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

http://img171.imageshack.us/img171/9175/lighthair.jpg Tying textures to shaders is tricky. :) Almost all the bundles have their own custom shader variants, with textures mapped to different samplers, so the only way to be 100% correct would be to decode/interpret the 360 pixel shader byte code (I d...
by MrAdults
Wed Mar 31, 2010 9:07 am
Forum: 3D/2D models
Topic: FF 13 3D models ripping possible ...
Replies: 420
Views: 126067

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

Texture chunk headers (the trb files are all laid out as generic resource lists and include original file names and extensions of each resource, so you should probably iterate them correctly to get to the appropriate resource types): typedef struct txbHdr_s { BYTE id[8]; int unknownA; int unknownB; ...
by MrAdults
Sun Dec 27, 2009 3:05 pm
Forum: Game Archive
Topic: Silent Hill:Homecoming pak files?
Replies: 21
Views: 8520

Re: Silent Hill:Homecoming pak files?

This is a Photoshop plugin that will perform the swizzling, z derivation, and re-normalization operations. http://www.richwhitehouse.com/index.php?content=inc_projects.php&filemirror=PS_NormalSwizzler.zip I don't know if it will work in anything earlier than CS3. I don't have anything for Max either.
by MrAdults
Sat Dec 26, 2009 1:52 am
Forum: Game Archive
Topic: Silent Hill:Homecoming pak files?
Replies: 21
Views: 8520

Re: Silent Hill:Homecoming pak files?

Hey. Those normal maps are already in tangent space. They use a common technique that involves swapping the alpha and red channels, and deriving the z in a pixel shader. Here's an example of how to decode it from the fragment program I wrote for Scarlet: PARAM mulf = {2.0, 2.0, 2.0}; PARAM subf = {-...
by MrAdults
Mon Mar 23, 2009 11:57 am
Forum: Game Archive
Topic: Silent Hill:Homecoming pak files?
Replies: 21
Views: 8520

Re: Silent Hill:Homecoming pak files?

I hope resurrecting a 3-month-old thread isn't too taboo here, but there is a good reason for it. :) I was looking into this format myself, and have hammered out all of the specifics. Then I went on to figure out all of the custom container formats and the models. A complete viewer and extractor for...