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360 Bayonetta

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chrrox
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Re: 360 Bayonetta

Post by chrrox » Fri Jan 08, 2010 11:29 pm

You will be able to import them soon :)
Image

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Re: 360 Bayonetta

Post by fireninja » Sat Jan 09, 2010 10:23 am

chrrox your work is just amazing :] :D

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Re: 360 Bayonetta

Post by loridaz » Sun Jan 17, 2010 10:48 pm

Hi,

I'm also trying to find out the format of the model from this game.
I'm quite a newbie to all this reverse engineering stuff.

I can see that chrrox already achieved some nice results, can you give us some hints.
I already passed a lot of time analyzing the wmb files in a hex editor to try to find a pattern but all i can get for the moment is points garbage :)

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chrrox
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Re: 360 Bayonetta

Post by chrrox » Sun Jan 17, 2010 10:49 pm

post what you have and ill correct it for you.

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Re: 360 Bayonetta

Post by loridaz » Mon Jan 18, 2010 9:40 pm

I created a new post in the 3D/2D model section to discuss about it:

viewtopic.php?f=16&t=4059

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Re: 360 Bayonetta

Post by loridaz » Thu Jan 21, 2010 11:58 pm

Do you have any idea how to decode the textures from this game.

Fatduck mentioned the xpr format and swizzling but i'm not able to find much info about that.

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Re: 360 Bayonetta

Post by chrrox » Fri Jan 22, 2010 12:50 am

you recreate an xpr header on the files then use the xbox sdk tool called unbundler.exe on them.

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Re: 360 Bayonetta

Post by loridaz » Sat Jan 23, 2010 12:55 pm

OK, this is giving me a hard time.

I created a resource with bundler to have a xpr header.

Then I forged a xpr file using a modified header and the data from a wtb file from the game.
I ran unbundler on that and it didn't complained, it extracted 7 files:
6 tga file that looks like texture and its mipmaps and 1 tga file with a "_miptail" suffix, dunno what is that.

however the extracted tga file looks like garbage:

Image
The above picture show what the mip level 2 texture looks like.

I don't know if I messed up the header of my forged xpr or if I need to do additional steps on the texture.
Do you have any idea ?

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Tosyk
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Re: 360 Bayonetta

Post by Tosyk » Sun Apr 18, 2010 7:59 pm

Hi there!
Any progress on tools?
Thank you for all you do here
my blog | my forum

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Re: 360 Bayonetta

Post by andthen619 » Fri Jun 11, 2010 4:27 pm

this is awesome. if someone can extract the tpr file or dds files or 3d model i can make some skins/costumes.

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Re: 360 Bayonetta

Post by shadowmoy » Sat Jun 12, 2010 9:17 pm

here is the full toolset thanks to chroxx, aluigi,hcs, fatduck and me
http://www.mediafire.com/?twinmymtndz
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Re: 360 Bayonetta

Post by Tosyk » Sun Jun 13, 2010 3:55 am

shadowmoy wrote:here is the full toolset thanks to chroxx, aluigi,hcs, fatduck and me
http://www.mediafire.com/?twinmymtndz
Thanks, great news. :roll: Today i will test it.

Can you make tutorial on how to convert models and twxtures? :(
Thank you for all you do here
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Re: 360 Bayonetta

Post by shadowmoy » Sun Jun 13, 2010 8:53 am

put the wmb and wtb exporter in the folder you want to extract model and textures

textures : drop wtb on the wtbexporter4.exe exe
models : drop the wmb on the wmbtoobj.exe to convert it to obj


also :
- the obj materials are not assignated directly
- textures need to be flipped upside down manually
- all lods seems to be also exported , i have not found any flag to remove them.
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Re: 360 Bayonetta

Post by FEATHER » Sun Jun 13, 2010 10:38 am

Thanks so much guys for the tools, the only problem is the textures files but what ever thanks :D

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Re: 360 Bayonetta

Post by FEATHER » Mon Jun 21, 2010 2:06 am

chrrox wrote:you recreate an xpr header on the files then use the xbox sdk tool called unbundler.exe on them.
Thanks chrrox and guys, your work is amazing, but i can't find the tool, if any somebody have this tools or other to export the xpr texture to other friendly file format please share :keke:

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