[PS3] Sword Art Online: Lost Song (*.mdl)

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ValarMorghulis
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[PS3] Sword Art Online: Lost Song (*.mdl)

Post by ValarMorghulis » Thu Jul 23, 2015 2:55 pm

Hi everyone!
I need your help to rip SAO: Lost Song's models. I managed to extract files from *.apk using Dragon Ball Z: Battle of Z script for QuickBMS.
Textures are *.gtf - You can convert them to *.dds with this program (download JU57FL1P's RAR archive). Here there are Kirito's textures I converted: click me
Models are *.mdl - I tried some scripts for Noesis, but without success...

P.S. I'm not a programmer/scripter. I don't know anything about these things, so I can't contribute :(

If you need samples, here you go: SAO Lost Song samples.rar

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shakotay2
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Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by shakotay2 » Thu Jul 23, 2015 8:05 pm

the mesh format is not too hard but will take some time to build the submeshes automatically
so you'll need to find someone willing to do it
ch_asu_mdl_tex.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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ValarMorghulis
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Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by ValarMorghulis » Thu Jul 23, 2015 10:36 pm

shakotay2 wrote:the mesh format is not too hard but will take some time to build the submeshes automatically
so you'll need to find someone willing to do it
ch_asu_mdl_tex.JPG
Woah, so cool!
Waiting for someone who's willing to do this :)

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Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by Cheshire1012 » Mon Aug 10, 2015 12:37 pm

I can extract models with using this tool.
http://zenhax.com/viewtopic.php?f=9&t=4 ... ball#p2286
but I miss some UVs of the image(especially an image of body and eyes). It is hard to remap these UVs.
Could anyone fix the problem?
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Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by kurainooni » Mon Aug 10, 2015 2:20 pm

Hi,
I just happened to find a solution for the missing/zeroed UVs today.

If you take a look at the MaxScript on line 504 you'll see, that the UVs are set to 0, because the script author did not find the UVs addresses

After some trial and error, I found out that the UV section starts 36 bytes after the vertices(0x24) for the "3c" type submodels.
Image
* this does not fix the zeroed UVs for the eyes though( they are easy enough to be fixed by hand)


I've attached the fixed script.

One additional note, some models like Hildisvini or Heidrun can't be opened though.( They use some other submodel structure, than the rest, that isn't supported by the script)
There is a bug with the wing's UVs as well, where some UVs are only half the size( I have only found this bug with Cait Sith wings, so far) and other wings have horizontally inverted UVs(once again applies to Cait Sith, but also to Undine). Those bugs need to be fixed by hand for now.
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Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by Cheshire1012 » Mon Aug 10, 2015 4:38 pm

kurainooni wrote:Hi,
I just happened to find a solution for the missing/zeroed UVs today.

If you take a look at the MaxScript on line 504 you'll see, that the UVs are set to 0, because the script author did not find the UVs addresses

After some trial and error, I found out that the UV section starts 36 bytes after the vertices(0x24) for the "3c" type submodels.
* this does not fix the zeroed UVs for the eyes though( they are easy enough to be fixed by hand)


I've attached the fixed script.

One additional note, some models like Hildisvini or Heidrun can't be opened though.( They use some other submodel structure, than the rest, that isn't supported by the script)
There is a bug with the wing's UVs as well, where some UVs are only half the size( I have only found this bug with Cait Sith wings, so far) and other wings have horizontally inverted UVs(once again applies to Cait Sith, but also to Undine). Those bugs need to be fixed by hand for now.
Though it is easy to fix UVs for eyes,it is not perfect for art:(
guy u know some mismatches by hands would happen.
I cant actually make my lovely yuuki perfect.It seems to have some mismatches with anime:(
If u could do little,I would be grateful.Is it possible to use your way to fix UVs for eyes?
I will try my hard too.
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kurainooni
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Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by kurainooni » Mon Aug 10, 2015 7:06 pm

It seems I was successfull again.

Image

I honestly don't know, why the UVs for Sinons(Gun Gale Outfit) are making the eyes that large( could still be a bug, or the wrong offset), but the UVs for Yuuki's eyes look pretty decent. Other models should look alright.
Report back, if you found other problems with the script, other than the wings, and the integer bug that randomly occurs when starting up the script.
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Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by Cheshire1012 » Tue Aug 11, 2015 11:58 am

Thank guys!:D
Finally I fix some coordinates of UVs and use some PS skills to match the original.
Another problem is that when I import weapons started with w letter in rom data,they have zero UV.
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Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by kurainooni » Tue Aug 11, 2015 2:00 pm

Hi there,

here is the next update.

So far the weapons are using the 0x34 structures, where the UVs were quick to find(the last 4 bytes of the structure)

If you find weapons with other structures( you'll notice the names for the models in 3ds Max are exactly the same as the Structure name without the "0x") it would help if you could state the structure name or at least the mesh name.

The common structure I've found are:
0x20( commonly used by the wings)
0x24( commonly used by the face and the hair)
0x28( used by the eyes)
0x34( for the weapons)
0x3c( commonly for clothing and other models with specular maps, like the monsters)

There are possibly more, but I couldn't find other ones yet, aside of Heidrun and Hildisvini, which are yet to be analyzed.
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Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by anime663 » Sat Sep 05, 2015 12:43 am

Does anyone know where Lux's model files are? Can't seem to find em...

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Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by Trishty » Tue Sep 08, 2015 6:15 pm

I try Black Lotus in update 1.03, her body and eyes are missing UVs @@
Image

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Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by Xr79 » Fri Sep 25, 2015 8:43 pm

okay triple never mind. it is in the data rom.apk file, now I am at the uploading to blender part, I don't know how to use the .MS file, I have used .py scripts with blender before but not .ms, can you elaborate on how to use the importer?

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Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by Darko » Fri Sep 25, 2015 11:30 pm

Xr79 wrote:okay triple never mind. it is in the data rom.apk file, now I am at the uploading to blender part, I don't know how to use the .MS file, I have used .py scripts with blender before but not .ms, can you elaborate on how to use the importer?
Maxscript??, open the script in 3dsmax (maxscript menu, go to maxscript editor, open the script and once is opened just press ctr+e or go to tools evaluate all).
Image

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Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by kurainooni » Wed Oct 07, 2015 5:43 pm

Hi, sorry for not posting for quite a while. I'm still trying to figure out how to fix the bug with Kuroyukihime's wings( the inlines to be precise).
Anyways, here is the updated script.
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Re: [PS3] Sword Art Online: Lost Song (*.mdl)

Post by demonslayerx8 » Fri Dec 04, 2015 6:16 am

Has anyone figured out how to get the bones yet? It would be pretty nice for posing and stuff.

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