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God of War 1, PS2, WAD files

Post questions about game models here, or help out others!
Wulf
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Re: God of War 1, PS2, WAD files

Post by Wulf »

Your old script properly loaded http://ps23dformat.wikispaces.com/file/view/shell.mesh

Your new script does not. That shell.mesh is the one the instructions use to paste the vertices into.
finale00
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Re: God of War 1, PS2, WAD files

Post by finale00 »

lol, I forgot to tell it to stop looping after it reaches the end.

Updated the test script.
FurryFan
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Re: God of War 1, PS2, WAD files

Post by FurryFan »

I do not know much proper programing terminology but here is some information I figured about the meshes for GOWI:
Each mesh is made up of submeshes.
Submeshes have the following format:
Subsection 1 of a submesh:
Unknown headers
followed by
usually
04 01 00 01 (this might change/be absent within certain submeshes
and a different mesh might say have 03 instead of 04, never trust critters like theses.
?? 80 XX 65
this is the start of the UV section which has XX amount of UV coords. The ?? changes but the 80 and the 65 are always present
UV's have the following format:
2ByteSignedIntegerUVcoords(U,V) I do not think the PS2 supports half-floats (though a little of topic it might support litteraly a 4byte float where the 2bytes are implicitly 00) but anyways GOWI uses SignedIntegers. I do not think the number in this section will be negative because the UV when divided by some multiple of 2 will after to fit in a 1.0 by 1.0 square.
?? 80 XX 6A
there is either an extra byte at the start after the header or near the end
but this is the normal mapping section:
1ByteSignedInteger(X,Y,Z)
these are signed I think, in what way not sure but should be some function of the unit sphere.
?? 80 XX 6D
2ByteSignedVertexes(X,Y,Z)+1ByteUnknown+1ByteCONN
the conn stands for connection, and I do not know what CONN does for every value (something that more finely describes each Face) but if two succesive CONN's begin with the first digit "8" then that signifies the tristrip has just restarted. Some PS2 games might have 87 and 8f (anything that begins with 8 in first digit) others just have 80's be CONN's forgot which one this game uses but it is easily seen if there are missing or extra Faces. I think unlike Nintendo games PS2 games made with the official development kit have some leaweight as I have so many different types of CONN's that are not consistent across different PS2 games. Some color mapping and other things also...
Subsections 2 and Subsections 3
are almost exactly the same as Subsection 1, this is a GOWI thing (or maybe a ps2 thing), but you would have 3 times as many vertexes as
each sub mesh would have 3 vertex section headers:
?? 80 XX 6D
?? 81 XX 6D
?? 82 XX 6D
I have seen some PS2 games have 3 versions of the same mesh in memory so not that strange sort of like a paper doll that the same spot on the paper might have say clothes and skin, like an overlay.
If you need anymore clarification (I hope you do as I sure do) please ask.
The Ogre .mesh files on my site are "shelled out" large vertex model with the face index and vertex/uv/normals zero'd out and then the face index is added just for PS2 type games so that every 3 string of consecutive integers occur up to a large number say 14,000 for example:
00 00, 01 00, 02 00
03 00, 04 00, 05 00
.......
01 00, 02 00, 03 00
04 00, 05 00, 06 00
........
02 00, 03 00, 04 00
05 00, 06 00, 07 00

What the file does not have but should have so you do not see holes in the models is also include
permutations like 00 02, 00 00, 01 00 ..... The PS2 handles this automatically but models converted from PS2 games need this.
I accept ALL requests. Let me know your requests.
Wulf
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Re: God of War 1, PS2, WAD files

Post by Wulf »

Thanks for the info FurryFan, and sorry for not noticing it until now.

I'll have to digest it all tomorrow though.
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