Brute Force (XBOX 2003) - Models

Post questions about game models here, or help out others!
User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 3556
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 971 times
Been thanked: 1909 times

Re: Brute Force (XBOX 2003) - Models

Post by shakotay2 » Fri Jul 16, 2021 5:38 pm

well, on a quick check (following DKDave) this (start of face indices, v cnt, v addr):
0. 0x290 , 38 verts at 0xb8acc
1. 0x310 , 64 verts at 0xb8e5c
2. 0x3E0 , 64 verts at 0xb945c
3. 0x4B0 , 64 verts at 0xb9a5c
4. 0x580 , 108 verts at 0xba05c

So, that's not overwhelming (from the vertex counts). :D More research to be done. (My motivation? You know... (: )

Guess a search for 7250E71F for example (because of varying block size) could give more addresses/counts.

(Params to be used with the .ivd file, btw.)
.
objects-e01_ivd-sub_mesh_5.png
You do not have the required permissions to view the files attached to this post.
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."

User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 3556
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 971 times
Been thanked: 1909 times

Re: Brute Force (XBOX 2003) - Models

Post by shakotay2 » Fri Jul 16, 2021 10:30 pm

Picked up params of some bigger meshes (sub_mesh_no, hex_start address of FIs, dec_vertexCount, vertexStart):

Code: Select all

 20. 45d24, 1010 at 0xe340c, correction start of FIs:  0x45d30

 37. 46844, 2192 at 0x11c40c, correction start of FIs: 0x46850

 38. 9150, 424 at 0x12918c
 39. 9650, 632 at 0x12b94c
 42. 491d8, 872 at 0x15388c

 45. e3d0, 720 at 0x168f6c

 47. fa70, 564 at 0x17602c

 62. 15c20, 480 at 0x1ab32c

 109. 527ec, 678 at 0x25ec44

 112. 25240, 406 at 0x273d94

 125. 27bc0, 682 at 0x29050c

 160. 393b0, 415 at 0x3532ac

 164. 39e30, 444 at 0x357a64

 168. 3aab0, 746 at 0x35ceac
 169. 3b400, 518 at 0x36149c
Rest not worth to mention.

Start address of face indices had to be corrected for some unk reason (usually start with 0000 0100 0200; maybe not always).
Also you'll need to trick around with the counts sometimes. FVFsize= 24 (or try 32)
Face_index_count: trial & error :D

Guess, I'm done with this format.
.
objects-e01_ivd-selection.png
You do not have the required permissions to view the files attached to this post.
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."

User avatar
Pepsee
mega-veteran
mega-veteran
Posts: 188
Joined: Fri Mar 04, 2016 9:26 pm
Has thanked: 51 times
Been thanked: 8 times

Re: Brute Force (XBOX 2003) - Models

Post by Pepsee » Sun Jul 18, 2021 6:12 pm

I really hope someone releases a script to extract these models and textures (maybe even anims), I'm willing to pay for their troubles if needed, I've been wanting these assets for a very long time..

Ivan04
ultra-n00b
Posts: 6
Joined: Wed Oct 30, 2019 9:05 pm
Been thanked: 1 time

Re: Brute Force (XBOX 2003) - Models

Post by Ivan04 » Tue Jul 20, 2021 1:09 am

This was one of my childhood games, I'm really interested on extracting models from it too, hopefully someone's up to the task.

User avatar
manbig343
advanced
Posts: 49
Joined: Tue Aug 31, 2021 8:54 am
Has thanked: 2 times
Been thanked: 11 times

Re: Brute Force (XBOX 2003) - Models

Post by manbig343 » Fri Sep 10, 2021 6:20 am

With RenderDoc Fbx Exporter and Xemu used together properly with multiple frame capturing (at least 3 or 4) using the "trigger capture" button, you can get some models from any emulated Xbox game in a 3D screenshot format with some time. It's not that great because there is no way to export the models ripped through the emulator/renderdoc with their correct UV Mapping or skeleton rig at all. It is the only tool like Ninjaripper that actually works on Xemu. You could still use these ripped models for modifcation though, and with some effort I believe then they can be made better. I'll link this piece of brutus that was ripped here for usage. It is a raw model and has been rescaled and stretched to appear more accurate, though it is not perfect whatsoever. I've managed to get flints legs, tex's body, and quite a few textures from the game using the program. It reveals all textures shown in the frame you capture, ready for converting to png/jpg as well.
You do not have the required permissions to view the files attached to this post.
"Man, you're one strong mule." Jacks said.
Those were the last words Tex ever heard.

User avatar
manbig343
advanced
Posts: 49
Joined: Tue Aug 31, 2021 8:54 am
Has thanked: 2 times
Been thanked: 11 times

Re: Brute Force (XBOX 2003) - Models

Post by manbig343 » Fri Sep 10, 2021 6:21 am

Image preview of the Brutus file
You do not have the required permissions to view the files attached to this post.
"Man, you're one strong mule." Jacks said.
Those were the last words Tex ever heard.

User avatar
manbig343
advanced
Posts: 49
Joined: Tue Aug 31, 2021 8:54 am
Has thanked: 2 times
Been thanked: 11 times

Re: Brute Force (XBOX 2003) - Models

Post by manbig343 » Sun Sep 12, 2021 10:48 pm

I have linked here the full 3D Model of the shotgun directly from the game, using RenderDoc.
I've accurately stretched and resized the shotgun model as close as I could. The UV Map is completely wrong, but that's it.
You do not have the required permissions to view the files attached to this post.
"Man, you're one strong mule." Jacks said.
Those were the last words Tex ever heard.

User avatar
manbig343
advanced
Posts: 49
Joined: Tue Aug 31, 2021 8:54 am
Has thanked: 2 times
Been thanked: 11 times

Re: Brute Force (XBOX 2003) - Models

Post by manbig343 » Sun Sep 12, 2021 10:49 pm

The 3D model of the shotgun with a ripped Brutus piece, which I did not include in the .rar file because it wasn't ripped in the t-pose for some reason. But in RenderDoc the character model pieces do have a t-pose when you preview them.
You do not have the required permissions to view the files attached to this post.
"Man, you're one strong mule." Jacks said.
Those were the last words Tex ever heard.

User avatar
Pepsee
mega-veteran
mega-veteran
Posts: 188
Joined: Fri Mar 04, 2016 9:26 pm
Has thanked: 51 times
Been thanked: 8 times

Re: Brute Force (XBOX 2003) - Models

Post by Pepsee » Thu Sep 16, 2021 11:48 am

manbig343 wrote:
Sun Sep 12, 2021 10:49 pm
The 3D model of the shotgun with a ripped Brutus piece, which I did not include in the .rar file because it wasn't ripped in the t-pose for some reason. But in RenderDoc the character model pieces do have a t-pose when you preview them.
Thank you so much!! I'll be looking further into this. Sadly, the lack of UV's or textures makes this really troublesome..

User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 3556
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 971 times
Been thanked: 1909 times

Re: Brute Force (XBOX 2003) - Models

Post by shakotay2 » Thu Sep 16, 2021 12:40 pm

uvs of static models in ivd files are easy to optain:
.
objects_e01-ivd.png
You do not have the required permissions to view the files attached to this post.
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."

User avatar
manbig343
advanced
Posts: 49
Joined: Tue Aug 31, 2021 8:54 am
Has thanked: 2 times
Been thanked: 11 times

Re: Brute Force (XBOX 2003) - Models

Post by manbig343 » Thu Sep 16, 2021 7:43 pm

If the UV map is able to be somehow made to work onto the shotgun model I got, then here is the texture. I don't fully have a grasp on how all of the technical model things like that are done. Can hex2obj extract the model files as an OBJ file? because I didn't see an option. It's either Renderdoc fbx exporter or that program (if it even lets you do that) for the time being.
You do not have the required permissions to view the files attached to this post.
"Man, you're one strong mule." Jacks said.
Those were the last words Tex ever heard.

User avatar
manbig343
advanced
Posts: 49
Joined: Tue Aug 31, 2021 8:54 am
Has thanked: 2 times
Been thanked: 11 times

Re: Brute Force (XBOX 2003) - Models

Post by manbig343 » Thu Sep 16, 2021 7:50 pm

Here is what Shea Mccombs, the person who worked on the game that had their website up with those model screenshots - had to say when I asked if the models still existed somewhere in a format that was useable or if a script existed to work with them.
This might be helpful to know.
You do not have the required permissions to view the files attached to this post.
"Man, you're one strong mule." Jacks said.
Those were the last words Tex ever heard.

User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 3556
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 971 times
Been thanked: 1909 times

Re: Brute Force (XBOX 2003) - Models

Post by shakotay2 » Thu Sep 16, 2021 11:53 pm

manbig343 wrote:
Thu Sep 16, 2021 7:43 pm
If the UV map is able to be somehow made to work onto the shotgun model I got, then here is the texture.
Usually I don't care for weapons.
But well, to help you step in into the format: I'd need the info in which ivd file that gun is to be found?
Can hex2obj extract the model files as an OBJ file? because I didn't see an option.
Use File\SaveAs mesh
(suiting params required, of course, addresses and counts for vertices and face indices, FVFsize)

btw, I noticed a difference between the count of objects (derived from the count of signature findings in an xbm file) and the (bigger) count of sub meshes (derived from 000001000200 findings in the belonging ivd file).

(Maybe it's just that objects may have several sub meshes each but someone should have a look on this.)
Or it's this problem?
DKDave wrote:
Mon Feb 01, 2021 11:36 pm
Parts of these xmb files are obfuscated, so not sure how to parse them to get to the file table, but it might help.
Minor problem is some superfluous faces/solved:
.
e01_ivd.png
----------------------------------
manbig343 wrote:
Thu Sep 16, 2021 7:50 pm
Here is what Shea Mccombs, the person who worked on the game that had their website up with those model screenshots - had to say
Still active? Funny! 8)
You do not have the required permissions to view the files attached to this post.
Last edited by shakotay2 on Fri Sep 17, 2021 5:10 pm, edited 1 time in total.
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."

User avatar
manbig343
advanced
Posts: 49
Joined: Tue Aug 31, 2021 8:54 am
Has thanked: 2 times
Been thanked: 11 times

Re: Brute Force (XBOX 2003) - Models

Post by manbig343 » Fri Sep 17, 2021 2:13 am

As I mentioned previously, I'm simply cheating my way into getting these models out of the game by using renderdoc fbx exporter, while emulating the game and just ripping the models through the program.
The shotgun model itself I know for a fact is loaded in the second level of the game, since Brutus uses it. I'll link the ivd for the second level's 2nd chapter for you to see if you can find it there. I had taken the shotgun model by using renderdoc fbx. Same way like I took half of Brutus' model.
What's weird is in renderdoc it shows the character/model perfectly normal. But when you export it, the exported FBX model is a flat mirrored 2D mesh. Which is strange, I wonder if there was a fix made that someone has but never released.

The shotgun should be in this file.

https://drive.google.com/file/d/17Vk9A5 ... sp=sharing
You do not have the required permissions to view the files attached to this post.
"Man, you're one strong mule." Jacks said.
Those were the last words Tex ever heard.

User avatar
Pepsee
mega-veteran
mega-veteran
Posts: 188
Joined: Fri Mar 04, 2016 9:26 pm
Has thanked: 51 times
Been thanked: 8 times

Re: Brute Force (XBOX 2003) - Models

Post by Pepsee » Fri Sep 17, 2021 1:40 pm

manbig343 wrote:
Thu Sep 16, 2021 7:50 pm
Here is what Shea Mccombs, the person who worked on the game that had their website up with those model screenshots - had to say when I asked if the models still existed somewhere in a format that was useable or if a script existed to work with them.
This might be helpful to know.
It's really nice that the devs are finding out about the fact that it has a fanbase that although probably not that large as others, is still alive and kicking.

Looking forward to how this develops!

Post Reply