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[Request]Ratchet & Clank: into the Nexus

Post questions about game models here, or help out others!
o0DemonBoy0o
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[Request]Ratchet & Clank: into the Nexus

Post by o0DemonBoy0o »

So Iv'e taken a look at some of the R&C:N files and the models seem like they could be in these mobys.dat files with textures in textures.dat files.

This is how the mobys.dat files look. the clankpuzzles mobys.dat is shown here.
Image

Here are some file that I got off of the pre-alpha disk
https://www.dropbox.com/sh/pyc1trdk6ojlrej/IdFGiBLDpo
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Re: [Request]Ratchet & Clank: into the Nexus

Post by cra0 »

o0DemonBoy0o wrote:So Iv'e taken a look at some of the R&C:N files and the models seem like they could be in these mobys.dat files with textures in textures.dat files.

This is how the mobys.dat files look. the clankpuzzles mobys.dat is shown here.
Image

Here are some file that I got off of the pre-alpha disk
https://www.dropbox.com/sh/pyc1trdk6ojlrej/IdFGiBLDpo
Wow nice their format hasn't changed since Resistance 2. Pretty straight forward structure sadly I can't help right now got exams on and busy with other stuff :(

Code: Select all

// .dat Ratchet and Clank texture files 
// Insomniac Games ???? ????
// Stored in 2 files header.dat and texel.dat

// Header.dat
struct IGHW_header {
	int32 header_define; // IGHW Header identifier (IGHW)						(const)
	int32 unknown_var1; // unknown												(const)
	int32 unknown_var2; // identifier1	(sound 0x3) (image data 0x2)									
	int32 unknown_var3; // identifier2	(sound 0x50) (image data 0x40)		
	};

what i've figured out previously
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Re: [Request]Ratchet & Clank: into the Nexus

Post by shakotay2 »

Some models should be handled by hex2obj, v0.2 now.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change. [roll]
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Re: [Request]Ratchet & Clank: into the Nexus

Post by o0DemonBoy0o »

shakotay2 wrote:Some models should be handled by hex2obj, v0.2 now.
That's pretty great Shatokay, but I still don't know how to use hex2obj even after I read the tutorial.

Edit:

Nevermind, I think I figured it out.

It doesn't seem to help to much with models that have multiple meshes, unless there is something i'm doing wrong.
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Re: [Request]Ratchet & Clank: into the Nexus

Post by shakotay2 »

If you told me at which address of your 35 MB mobys.dat you're in trouble I could have a look at.

This is the first model:
0xA00 4164
VB1
28 16
0x2B00 1208
1204

'cut' must be enabled.

Image

Submeshes have to be handled one by one. (Iirc this model consists of one mesh only.)
Last edited by shakotay2 on Wed Jan 15, 2014 12:54 am, edited 1 time in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change. [roll]
"You quoted the whole thing, what a mess."
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Re: [Request]Ratchet & Clank: into the Nexus

Post by o0DemonBoy0o »

Actually I just cut out Ratchet's model data. you can find it here.

https://www.dropbox.com/s/fwzgs3hcmc60b ... tnexus.dat

This is what I used and all I could get was his eye mesh. If I tried anything else all I get a jumbled mess roughly in the shape of his head.
His model contains way more than one mesh.

0x9E00 3456
VB1
28 16
0xA9800 654
1204
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Re: [Request]Ratchet & Clank: into the Nexus

Post by shakotay2 »

yep. That's the difficult part. :cry:

to be honest: that's the annoying part (which always wasted my lifetime when trying to code universal extractors).
So I finally decided to create hex2obj and leave this part to the customers.:D

Possible start addresses of face index lists are easy to be found: 0xB900, 0xC440, 0x11AA4, 0x14A50 etc.

But where to find the suiting start addr. of the vertex blocks?
I would try searching for 00 00 00 FF 00 00 00 and get the gaps.
Since for one continous mesh the delta between the findings has to be 0x1C (=28, Vertex Block size).

After a gap a new (sub)mesh should begin.
But that's mere theory...

Anyway, next address of vertices should be 0xA9800 + 654x28= 0xADF88 but seems is not.

edit: Image

0xB900 12498
VB1
28 16
0xADF88 2042
1204
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change. [roll]
"You quoted the whole thing, what a mess."
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Re: [Request]Ratchet & Clank: into the Nexus

Post by o0DemonBoy0o »

Alright I figured it out.

Your math was right, just the count on step 1 was wrong. It was supposed to be 1440 which would make it

0xB900 1440
VB1
28 16
0xADF88 146
1204

Not really much there though, so moving on to the next mesh using the same math I got

0xC440 11058
VB1
28 16
0xAEF80 2042
1204

and that got me his face mesh

Image

The only thing needed now seems to be UVs.
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Re: [Request]Ratchet & Clank: into the Nexus

Post by shakotay2 »

o0DemonBoy0o wrote:and that got me his face mesh
Seems you got the trick. :)
The only thing needed now seems to be UVs.
Well, looks like this:
Image
Not sure what's going wrong. I'll need some cubic or square object to understand what's going on here.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change. [roll]
"You quoted the whole thing, what a mess."
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Re: [Request]Ratchet & Clank: into the Nexus

Post by o0DemonBoy0o »

Well here is what should be one of the crate models.

https://www.dropbox.com/s/xxlze6m3kamd9 ... oCrate.dat

I tried to convert it to an obj using the same method as before but all i get is a jumbled mess.

Is this a different kind of model from Ratchet?
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Re: [Request]Ratchet & Clank: into the Nexus

Post by shakotay2 »

o0DemonBoy0o wrote:Is this a different kind of model from Ratchet?
VBsize is different.
0x1480 2304
VB1
20 8
0xA300 535
1204

Image Still not sure about the UVs - is there a simpler box or chest without ornaments?

(Or the texture of the crate could help, too.)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change. [roll]
"You quoted the whole thing, what a mess."
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Re: [Request]Ratchet & Clank: into the Nexus

Post by o0DemonBoy0o »

I couldn't find the texture for the ammo crate but I did get the bolt crate.

https://www.dropbox.com/s/rz6wic8u7ko8r ... tCrate.dat

This is about as simple as it gets. I can't think of anything better than that.
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Re: [Request]Ratchet & Clank: into the Nexus

Post by shakotay2 »

Thx.
Image Looks o.k. to me.

Didn't cra0 make a texture tool?
Would be helpful if we had the texture of the AmmoCrate.

But iirc I had the texture of clanks head. Will have a look at it tomorrow. Good night...

edit: hmm, head UV not very similar to the one above:
Image
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change. [roll]
"You quoted the whole thing, what a mess."
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Re: [Request]Ratchet & Clank: into the Nexus

Post by o0DemonBoy0o »

shakotay2 wrote: Didn't cra0 make a texture tool?
Nope. Not that I know of anyway.

I've gotten the hang of extracting the models, it's just the textures that are giving me problems. About half of them I cannot view correctly. That includes most of the player and npc textures.

I can get you Clank's raw model and texture though if it would help.
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Re: [Request]Ratchet & Clank: into the Nexus

Post by o0DemonBoy0o »

Thought I would bump to see if any new progress was made.
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