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LittleBigPlanet 3 .mol?

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lemurboy12
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LittleBigPlanet 3 .mol?

Post by lemurboy12 » Mon Feb 23, 2015 10:18 pm

LittleBigPlanet 3's meshes use .mol as their format, with the header MSHb. They seem to be compressed, though using offzip on them gives a few files that may be the mesh. Any help would be appriciated, thank you.

http://puu.sh/g9Ley.zip

If more samples are needed, let me know.

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Re: LittleBigPlanet 3 .mol?

Post by Miles2345 » Tue Feb 24, 2015 1:02 am

I am also interested in seeing someone help out with this. 3DFormat wrote a script for the first game over at ps23dformat, but the format changed from 1 to 2/3. http://ps23dformat.wikispaces.com/file/ ... sUVexp.bms
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Re: LittleBigPlanet 3 .mol?

Post by shakotay2 » Tue Feb 24, 2015 10:58 am

these are the nearest hits I could make for meshes in 0000001E.dat:
0000001E.JPG
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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
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Re: LittleBigPlanet 3 .mol?

Post by lemurboy12 » Fri Feb 27, 2015 1:31 am

We found some uncompressed meshes. Any ideas?

http://puu.sh/gebkx.zip

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Re: LittleBigPlanet 3 .mol?

Post by shakotay2 » Fri Feb 27, 2015 11:18 am

? same idea as before:
data_001_farc_2441.JPG
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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: LittleBigPlanet 3 .mol?

Post by Miles2345 » Wed Mar 11, 2015 1:27 am

I'm trying to load a model from LittleBigPlanet 3. I'm having some issues here, he's coming out flat and corrupted-looking...

Image

the model in question is this: http://puu.sh/gvbW3.mshb

any idea what I might be doing wrong?
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Re: LittleBigPlanet 3 .mol?

Post by Miles2345 » Wed Mar 11, 2015 3:24 am

Oh, nevermind, the start address for the vertices was wrong.
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Re: LittleBigPlanet 3 .mol?

Post by shakotay2 » Wed Mar 11, 2015 9:47 am

where would be the fun with hex2obj if it weren't the guessing for the starting addresses? :D
Same goes for the uvs:
marlom_mol_1__.JPG
btw: your face indices count is too small
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Make_H2O-ForzaHor3-jm9.zip
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Re: LittleBigPlanet 3 .mol?

Post by shakotay2 » Wed Mar 11, 2015 10:50 am

marlom_mol_1_.JPG
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Make_H2O-ForzaHor3-jm9.zip
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Re: LittleBigPlanet 3 .mol?

Post by lemurboy12 » Sat Mar 14, 2015 5:45 pm

We've been using a lot of trial and error to get these models to work, many of them with success:

Image
Image
Image

Though there's a few we can't figure out where the UV's start. Some come out really screwed up.

Image

Here's a few models we're having trouble with, along with h2o's.
http://puu.sh/gzZya.zip

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Re: LittleBigPlanet 3 .mol?

Post by shakotay2 » Sat Mar 14, 2015 9:35 pm

Finding the uv's starting address for char_birds_v2 is a very simple calculation:
0x11403A - 2568x24 (dec.) = 0x104F7A (combined with a courageous step 3 bytes back -> 0x104F77 :D )
(because there are 3 unknown bytes before 0x11403A)
bird_v2_uvs.JPG
What I'm a little bit worried about is the holes in the mesh.

Thought I needed to debug the tri strips algo when it switches to
// non-terminal index
else
b++;

but then I saw that increasing the number of face indices in hex2obj
forces the vertex count to be exceeded. Strange models?
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Re: LittleBigPlanet 3 .mol?

Post by lemurboy12 » Sat Mar 14, 2015 10:33 pm

Got them working! Thanks.

Image
Image

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Re: LittleBigPlanet 3 .mol?

Post by lemurboy12 » Sun Mar 15, 2015 1:19 am

There's two more I can't figure out, even using that method:
http://puu.sh/gAy2s.zip

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Re: LittleBigPlanet 3 .mol?

Post by Miles2345 » Sun Mar 15, 2015 8:21 am

Newton:
Image

As for sackboy I'm stumped. I think the UVB size needs to be 20, not 24, but I don't know why it would be any different.
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Re: LittleBigPlanet 3 .mol?

Post by shakotay2 » Sun Mar 15, 2015 9:44 am

sack_boy.JPG
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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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