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Backyard Wrestling - Level Ripping

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shakotay2
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Re: Backyard Wrestling - Level Ripping

Post by shakotay2 » Tue Jan 21, 2020 11:04 pm

This is what I got and it looks more "exploded" than correctly moved:
.
96-mesh exploded.png
(there's a certain chance that the offsets where assigned to the wrong objects)
Because I don't have any clue about the "ordering rules" of
for curSelObj in bpy.data.objects:
(some oddities when logging the filenames, need to check that)

Another possibility: the offsets are not the offsets we search for.

(btw: first 6 offsets are identical, but that's not the problem here, I think.)
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Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Backyard Wrestling - Level Ripping

Post by Henchman800 » Wed Jan 22, 2020 7:39 am

shakotay2 wrote:
Tue Jan 21, 2020 11:04 pm
This is what I got and it looks more "exploded" than correctly moved
Haha omg yeah....can't really make out, if just any object is placed right ^^
Shouldn't the order just be like the 3ds-files list i posted?
Im super excited for your next try man :D

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shakotay2
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Re: Backyard Wrestling - Level Ripping

Post by shakotay2 » Wed Jan 22, 2020 2:59 pm

yeah, I had a bug where about 25 objects didn't "follow the rules" which spoiled the whole thing - fixed and set them to absolute position 0.0 0.0 0.0 (+ rel pos) all.
.
96 mesh, 2nd try.png
rotations (if any) not applied; chair need to be rotated by 90° for example (in one axis at least)
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Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Backyard Wrestling - Level Ripping

Post by Henchman800 » Thu Jan 23, 2020 4:21 pm

shakotay2 wrote:
Wed Jan 22, 2020 2:59 pm
yeah, I had a bug where about 25 objects didn't "follow the rules" which spoiled the whole thing - fixed and set them to absolute position 0.0 0.0 0.0 (+ rel pos) all.
rotations (if any) not applied; chair need to be rotated by 90° for example (in one axis at least)
(Sorry...im doing this from my phone, cuz im filming in another city :ninja: )
Image
The stuff i marked red seem to have the right Positions! Great job man :D
Image
You seem to have the Hollywood Swing correct already :)
The long planes on your screenshots right hold Alpha Images as grass leaves.
Ohhh man, we are so close <3
Thank you for putting work into it man :)

EDIT: some of the objects should share the same location, singe they are demaged versions of destructable objects. Like the porch pillars, house Walls and the boat.

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Re: Backyard Wrestling - Level Ripping

Post by Henchman800 » Fri Feb 21, 2020 3:09 am

shakotay2 wrote:
Wed Jan 22, 2020 2:59 pm
yeah, I had a bug where about 25 objects didn't "follow the rules" which spoiled the whole thing - fixed and set them to absolute position 0.0 0.0 0.0 (+ rel pos) all.
So is there two ways of storing coordinates and Rotation data for objects in the level files?
shakotay2 wrote:
Wed Jan 22, 2020 2:59 pm
EDIT: some of the objects should share the same location, singe they are demaged versions of destructable objects. Like the porch pillars, house Walls and the boat.
Image
...or this table

Could (if there is) two ways of coordinate/Rotation storage be used for positioning Static objects and the ones that are moved by physics/animation?

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shakotay2
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Re: Backyard Wrestling - Level Ripping

Post by shakotay2 » Fri Feb 21, 2020 1:02 pm

Henchman800 wrote:
Fri Feb 21, 2020 3:09 am
So is there two ways of storing coordinates and Rotation data for objects in the level files?
Why do you think so?
I dunno, I somehow lost the focus on the problem after 4 weeks - there's hundreds of 15 minutes jobs I do (well, to be honest, this one was a two hours job plus a hard week of research for REO in summer 2018 :D ).

You may have a look for yourself at the result:
2nd-try-load_3ds.zip

move script:

Code: Select all

for vertex in curSelObj.data.vertices:
                #print(vertex.co)           
                vertex.co.x += xpos[i]; vertex.co.y += ypos[i] ; vertex.co.z += zpos[i]
            i += 1
well, had another look at this and surprisingly it's only two objects which don't "follow the rules" (don't have the search signature for the pos offset, in the 96.mesh file)
(Can't recall about the 25 objects I spoke of before. I expanded/changed the signature once or twice - maybe it was simply wrong before, who knows... (: )
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Backyard Wrestling - Level Ripping

Post by Henchman800 » Fri Feb 21, 2020 5:36 pm

shakotay2 wrote:
Fri Feb 21, 2020 1:02 pm
Why do you think so?
Since there is two categories of objects:
-static meshes like the house or the trees
-moveable objects like weapons and damaged versions

To be honest...i dunno...
well, to be honest, this one was a two hours job plus a hard week of research for REO in summer 2018 :D .
Danke dir dafür alter :)
Vorallem dafür, dass du deine Zeit nicht nur für mein Fan Projekt, sondern auch für alle community Mitglieder opferst um so etwas möglich zu machen.
Danke!
Image
You may have a look for yourself at the result
I definitely will!
Im pretty busy with finishing a movie till Deadline on 28th of February, though.
However i might load it into blender tonight :up: :)

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