Join also our Discord channel! Click here.

[X360] Star Wars Battlefront III pre-alpha (*.rax)

Post questions about game models here, or help out others!
Post Reply
User avatar
Acewell
VIP member
VIP member
Posts: 1292
Joined: Wed Nov 05, 2008 12:16 pm
Has thanked: 2461 times
Been thanked: 764 times

[X360] Star Wars Battlefront III pre-alpha (*.rax)

Post by Acewell » Sat Jan 23, 2016 5:55 am

I'm trying to convert the rax models from this cancelled Free Radical game and i can get the geometry but i'm having trouble finding the UV data.
A plugin for Noesis, 3DOC or Unwrap3d would be best down the road but Hex2obj will do for now.

This is my progress so far in Hex2obj
Image

h2o file for this submesh

Code: Select all

0x132E0 14841
Vb1
16 99
0x600 3849
120400
0x0 255
Sample
*removed problem solved*

i thought at first this was using half float UVs with short all for which there is no switch in H2O or there was a UV block starting around 28e2e with a size of 10 but no dice. I can upload more samples if needed.
Any help here is appreciated. :D
Last edited by Acewell on Sun Feb 14, 2016 9:28 pm, edited 1 time in total.

JakeGreen
mega-veteran
mega-veteran
Posts: 162
Joined: Sun Aug 22, 2010 10:14 pm
Has thanked: 38 times
Been thanked: 11 times

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Post by JakeGreen » Sat Jan 23, 2016 6:50 am

Um the Uv maps could be stored in another file but i don't think it would be and after looking through the files it also looks like the bones for almost all of the characters are stored in their main OB.rax file as well.

Also it looks like you missed the hair as well in the file not sure if it's there or something they attach to the model via code but it doesn't look like it on the model

Code: Select all

http://i284.photobucket.com/albums/ll18/DarthNihilus03/vlcsnap-2016-01-23-01h12m44s108_zpshqkzsfmk.png~original

User avatar
Acewell
VIP member
VIP member
Posts: 1292
Joined: Wed Nov 05, 2008 12:16 pm
Has thanked: 2461 times
Been thanked: 764 times

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Post by Acewell » Sat Jan 23, 2016 3:33 pm

The models aren't good for much without UVs and textures. i'll worry about the other submeshes in the file when i can get one completely working.

I think its worth mentioning that there are a lot of Havok engine source references in the xex file, so if anyone is familiar with meshes made for Havok your input is welcome too. :)
Last edited by Acewell on Wed May 18, 2016 11:46 pm, edited 1 time in total.

User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 3004
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 780 times
Been thanked: 1554 times

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Post by shakotay2 » Sat Jan 23, 2016 6:12 pm

At 0xF690 it looks like uvs; size UVB= 4, (WordUV for preview, SaveAs mesh: ShortALL):
ob_rax_uvs.jpg
AceWell wrote:i thought at first this was using half float UVs with short all for which there is no switch in H2O
One may think it's simple to add a combination such as verts shorts, uvs HF, but it would be more effort for me
than just saving the mesh in two ways: 1) Short_All 2) HF_all and then merge the two objs (as you know) since those formats are very rare, imho.

(But if you told/proved me this combination's some kind of "standard" for console games I'd think about it. :D )
btw: there was a test version, iirc, where ShortAll was replaced by Short/HF or something like that.
(Is somewhere on my old PC.)
You do not have the required permissions to view the files attached to this post.
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."

User avatar
Acewell
VIP member
VIP member
Posts: 1292
Joined: Wed Nov 05, 2008 12:16 pm
Has thanked: 2461 times
Been thanked: 764 times

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Post by Acewell » Sat Jan 23, 2016 7:16 pm

Awesome thanks! :D
I can see where that UV block start address is possibly stored at 0x5b6

alvaropre
ultra-n00b
Posts: 1
Joined: Sat Jan 23, 2016 6:15 pm
Has thanked: 1 time

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Post by alvaropre » Sat Jan 23, 2016 8:24 pm

I am trying to extract models out of the game but it seems I am not used to H2O yet. Analysing the ob.rax posted above I see moreless where face indices and vertices start but with other models I tried I failed.

This is what I get from Grievous model.

Image

I am almost sure that faces indices address starts at 24440 but I can't figure out where it ends.
Also I can't see a pattern regarding to vertices start.

Maybe someone in this forum can give some tips, I've already read the H2O tutorial and I am really interested in this game models extraction..
You do not have the required permissions to view the files attached to this post.

User avatar
Acewell
VIP member
VIP member
Posts: 1292
Joined: Wed Nov 05, 2008 12:16 pm
Has thanked: 2461 times
Been thanked: 764 times

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Post by Acewell » Sat Jan 23, 2016 9:02 pm

GenGrievousSWBF3.png
You were pretty close but this file has a different FVFsize and your vertice start address was off.

h2o file

Code: Select all

0x24440 12006
Vb1
24 99
0x2840 4935
120400
0x1F6F0 4
as for tips i can only speak from a non programmer point of view, this is what i posted in another thread
viewtopic.php?p=113195#p113195

:)
You do not have the required permissions to view the files attached to this post.

User avatar
Wobble
ultra-veteran
ultra-veteran
Posts: 585
Joined: Tue Jan 04, 2005 9:47 pm
Has thanked: 43 times
Been thanked: 112 times

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Post by Wobble » Mon Jan 25, 2016 5:02 am

[out]
Last edited by Wobble on Sat Mar 11, 2017 12:48 pm, edited 1 time in total.

User avatar
Wobble
ultra-veteran
ultra-veteran
Posts: 585
Joined: Tue Jan 04, 2005 9:47 pm
Has thanked: 43 times
Been thanked: 112 times

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Post by Wobble » Tue Jan 26, 2016 9:21 am

[out]
Last edited by Wobble on Sat Mar 11, 2017 12:48 pm, edited 1 time in total.

User avatar
Acewell
VIP member
VIP member
Posts: 1292
Joined: Wed Nov 05, 2008 12:16 pm
Has thanked: 2461 times
Been thanked: 764 times

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Post by Acewell » Tue Jan 26, 2016 8:37 pm

i had to reduce the face count to 2256 to get a clean mesh preview
HansoloST.png
first submesh h2o (lower body)

Code: Select all

0x17600 2256
Vb1
24 99
0x3B80 671
120400
0x148F0 4
next submesh h2o (right arm)

Code: Select all

0x187A0 1762
Vb1
24 99
0x7A68 522
120400
0x1536C 4
I'm guessing 4 or 5 submeshes based on the number of texture call blocks at the start of the file.
The formats i have seen that store data like this usually have a table with offsets somewhere in the file.
You do not have the required permissions to view the files attached to this post.

JakeGreen
mega-veteran
mega-veteran
Posts: 162
Joined: Sun Aug 22, 2010 10:14 pm
Has thanked: 38 times
Been thanked: 11 times

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Post by JakeGreen » Tue Jan 26, 2016 8:57 pm

This here is the reason we need a noesis script even if we don't have texture support yet cause having to get out the different submeshs than the UV maps as a different .obj is just to time consuming and annoying.

User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 3004
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 780 times
Been thanked: 1554 times

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Post by shakotay2 » Tue Jan 26, 2016 10:35 pm

JakeGreen wrote:cause having to get out the different submeshs than the UV maps as a different .obj is just to time consuming and annoying.
not more time consuming and annoying than performing a full format analysis - besides that you do the latter once for all models, admitted

But since I try it for one model only in most cases I prefer the quick 'n dirty method :D
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."

User avatar
Wobble
ultra-veteran
ultra-veteran
Posts: 585
Joined: Tue Jan 04, 2005 9:47 pm
Has thanked: 43 times
Been thanked: 112 times

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Post by Wobble » Wed Jan 27, 2016 2:59 am

[out]
Last edited by Wobble on Sat Mar 11, 2017 12:48 pm, edited 1 time in total.

User avatar
Wobble
ultra-veteran
ultra-veteran
Posts: 585
Joined: Tue Jan 04, 2005 9:47 pm
Has thanked: 43 times
Been thanked: 112 times

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Post by Wobble » Wed Jan 27, 2016 8:51 am

[out]
Last edited by Wobble on Sat Mar 11, 2017 12:48 pm, edited 1 time in total.

JakeGreen
mega-veteran
mega-veteran
Posts: 162
Joined: Sun Aug 22, 2010 10:14 pm
Has thanked: 38 times
Been thanked: 11 times

Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Post by JakeGreen » Wed Jan 27, 2016 9:00 am

Wobble wrote:Got it.
I didn't understand why the file was called hansolo_stormtrooper until now. :)
solo.JPG
Yeah there is a challenge mission in the game to escape the death star and luke and han stay in their stormtrooper gear as they get to the falcon.

Any chance you could give a link to the model?

Post Reply