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Gran Turismo 6 Models

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rex1825
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Re: Gran Turismo 6 Models

Post by rex1825 » Sat Aug 16, 2014 12:00 pm

EcheloCross wrote:So far, I can see vertices and faces inside the body_s files.

Image

I'm not fully parsing the mdl3 info, more of a raw attempt at model extraction. Still looking for UV data.
...man, you are awesome! Did you have any progress with tracks maybe?

Cheers...

rex1825
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Re: Gran Turismo 6 Models

Post by rex1825 » Sat Aug 16, 2014 12:48 pm

PseT wrote:Hello,

Question probably stupid, but how to read the file is in ISO GT6?
Is it possible to extract the circuits? Red Bull Ring and Mount Panorama interests me

...download winrar and total commander, it will be much easier for you to work with files. Regarding extraction, as you can see in one of the previous posts, EcheloCross managed to get his hands on mesh of the car, not complete one but it is big progress. We'll need to wait a bit...

Cheers...

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Re: Gran Turismo 6 Models

Post by rex1825 » Sat Aug 16, 2014 10:58 pm

@EcheloCross, can you tell us secret how you did all that? I'd like to look into those 3d models :)

Cheers...

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Re: Gran Turismo 6 Models

Post by EcheloCross » Sat Aug 16, 2014 11:20 pm

rex1825 wrote:@EcheloCross, can you tell us secret how you did all that? I'd like to look into those 3d models :)

Cheers...
use offzip -1 -a -z -15 body_s outputFolder 0

this will create 1 file from the body_s that is merged and decompressed

inside the new file, you'll see vertices as 32bit big endian floats in a 12 byte stride, and faces as 16bit big endian unsigned shorts in a stride of 6

the addresses will be different in each decompressed body_s, look for 0x00, 0x00, 0x00, 0x01, 0x00, 0x02 for the faces data, the vertices will be directly before them for the current mesh object

rex1825
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Re: Gran Turismo 6 Models

Post by rex1825 » Sat Aug 16, 2014 11:48 pm

EcheloCross wrote:
rex1825 wrote:@EcheloCross, can you tell us secret how you did all that? I'd like to look into those 3d models :)

Cheers...
use offzip -1 -a -z -15 body_s outputFolder 0

this will create 1 file from the body_s that is merged and decompressed

inside the new file, you'll see vertices as 32bit big endian floats in a 12 byte stride, and faces as 16bit big endian unsigned shorts in a stride of 6

the addresses will be different in each decompressed body_s, look for 0x00, 0x00, 0x00, 0x01, 0x00, 0x02 for the faces data, the vertices will be directly before them for the current mesh object
...I presume same goes for courses also?

Cheers...

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Re: Gran Turismo 6 Models

Post by EcheloCross » Sat Aug 16, 2014 11:58 pm

rex1825 wrote:
...I presume same goes for courses also?

Cheers...
just about the same, the rwy files have a different setup than the body files
the track pic is from crs/c136.rwy, it contains 2 vertex blocks that outline the track roadway, and a faces block that I think goes with the 2nd vertex block, but remains to be seen
its corresponding pacb (crs/c136x) contains multiple mdl3 files that work almost the same way as the info in the body_s files, the vertices have a larger than 12 byte stride though (16 or 28 I've seen so far).

I'm still going through trying to figure out what is what.

rex1825
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Re: Gran Turismo 6 Models

Post by rex1825 » Sun Aug 17, 2014 12:19 am

Thanks for your effort man...

Cheers...

rex1825
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Re: Gran Turismo 6 Models

Post by rex1825 » Sun Aug 17, 2014 1:26 am

...BTW, it is same for GT5 and GT6 right?

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Re: Gran Turismo 6 Models

Post by rex1825 » Sun Aug 17, 2014 1:41 am

EcheloCross wrote:
rex1825 wrote:@EcheloCross, can you tell us secret how you did all that? I'd like to look into those 3d models :)

Cheers...
use offzip -1 -a -z -15 body_s outputFolder 0

this will create 1 file from the body_s that is merged and decompressed

inside the new file, you'll see vertices as 32bit big endian floats in a 12 byte stride, and faces as 16bit big endian unsigned shorts in a stride of 6

the addresses will be different in each decompressed body_s, look for 0x00, 0x00, 0x00, 0x01, 0x00, 0x02 for the faces data, the vertices will be directly before them for the current mesh object
...OK, sorry maybe this is a bit too much now, I've got from body_s file a 00000000.neo file and inside when looking trhough HxD I found only one 0x00, 0x00, 0x00, 0x01, 0x00, 0x02. So, before that are vertexes and after it's mesh, but how does a 3D program recognize this (like 3DS Max)? If it's too complicated don't bother explaining at all. :D

Cheers...

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Re: Gran Turismo 6 Models

Post by TomWin » Sun Aug 17, 2014 12:59 pm

That's the best that could happen after Forza models extractor.

Sorry than I can't help I'm not programmer, but thanks a lot for the hard work, time and effort.

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Re: Gran Turismo 6 Models

Post by EcheloCross » Sun Aug 17, 2014 4:53 pm

idk about gt5, never touched it.
rex1825 wrote: ...OK, sorry maybe this is a bit too much now, I've got from body_s file a 00000000.neo file and inside when looking trhough HxD I found only one 0x00, 0x00, 0x00, 0x01, 0x00, 0x02. So, before that are vertexes and after it's mesh, but how does a 3D program recognize this (like 3DS Max)? If it's too complicated don't bother explaining at all. :D
You need to parse the binary data and write it to a format that a 3d program can read.

I use c# primarily for binary parsing, but it can be done in any language.
I suggest wavefront obj if you're new to 3d formats, as its all text.

(There is a tool somewhere on this forum that will probably to it) viewtopic.php?f=29&t=10894
I've never used it, so don't ask.

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Re: Gran Turismo 6 Models

Post by rex1825 » Sun Aug 17, 2014 5:22 pm

EcheloCross wrote:idk about gt5, never touched it.
rex1825 wrote: ...OK, sorry maybe this is a bit too much now, I've got from body_s file a 00000000.neo file and inside when looking trhough HxD I found only one 0x00, 0x00, 0x00, 0x01, 0x00, 0x02. So, before that are vertexes and after it's mesh, but how does a 3D program recognize this (like 3DS Max)? If it's too complicated don't bother explaining at all. :D
You need to parse the binary data and write it to a format that a 3d program can read.

I use c# primarily for binary parsing, but it can be done in any language.
I suggest wavefront obj if you're new to 3d formats, as its all text.

(There is a tool somewhere on this forum that will probably to it) viewtopic.php?f=29&t=10894
I've never used it, so don't ask.
I work in 3D for long time, but it is kinda new all this with hidden data :)

It is not so easy as it seems, but thanks anyway...

Thanks m8

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Re: Gran Turismo 6 Models

Post by nosfornos » Mon Aug 18, 2014 5:59 am

No contents
Last edited by nosfornos on Sun Mar 22, 2015 4:25 am, edited 1 time in total.
ImageI Love Nermal!!!

rex1825
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Re: Gran Turismo 6 Models

Post by rex1825 » Tue Aug 19, 2014 3:19 am

EcheloCross wrote:So far, I can see vertices and faces inside the body_s files.

Image Image Image Image Image Image

I'm not fully parsing the mdl3 info, more of a raw attempt at model extraction. Still looking for UV data.
...nice progress :)

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Re: Gran Turismo 6 Models

Post by rex1825 » Tue Aug 19, 2014 3:33 am

BTW, are all meshes mirrored?

Cheers...

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