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Phyre engine (Godzilla, Super Heroine Ch., Onechanbara, FFX)

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daemon1
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Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara, FFX)

Post by daemon1 » Wed Feb 20, 2019 5:13 pm

namine207 wrote:
Wed Feb 20, 2019 4:27 pm
No worries, in that case is there any possibility you’ll be able to look into the UV map issue on FFX maps? It seems certain objects are exported without any UV mappings.
so characters are fine, and only problem is with some map objects? i will need an example of such object

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Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara, FFX)

Post by namine207 » Wed Feb 20, 2019 5:23 pm

daemon1 wrote:
Wed Feb 20, 2019 5:13 pm
namine207 wrote:
Wed Feb 20, 2019 4:27 pm
No worries, in that case is there any possibility you’ll be able to look into the UV map issue on FFX maps? It seems certain objects are exported without any UV mappings.
so characters are fine, and only problem is with some map objects? i will need an example of such object
Absolutely, attached is the bsil00 phyre file, there are several meshes that have UV mapping issues, specifically-

-The Outer cloth mesh of the tent doesn't seem to use correct UV mappings for its texture as the texture never quite lays right on it.
-The inner cloth mesh doesn't appear to have any UV mappings at all
-The leaves/grass on the island seem to have two meshes. One has proper UVs while the other has none. Not quite sure why they export like that.
-The boats on the sand have a similar UV issue to the outer tent cloth where no textures quite fit on it correctly.

https://drive.google.com/open?id=17deVP ... 2Wgl_Xuvdd

I've noticed that people have said that some maps export with almost no UVs but I haven't quite had the chance to go applying textures to everything yet as the model exported by the FFX utility doesn't export/match up textures to the materials. Been using the Noesis utility and my best visual matching skills to try to get that going. xD

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Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara, FFX)

Post by daemon1 » Sun Feb 24, 2019 1:07 pm

namine207 wrote:
Wed Feb 20, 2019 5:23 pm
Absolutely, attached is the bsil00 phyre file, there are several meshes that have UV mapping issues
This is because current tool is only exporting 1 UV pair, and map objects surely use many.
I will fix that, but not now. Now i'm working on getting custom characters from FFXIV

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Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara, FFX)

Post by namine207 » Thu Mar 14, 2019 2:38 am

daemon1 wrote:
Sun Feb 24, 2019 1:07 pm
namine207 wrote:
Wed Feb 20, 2019 5:23 pm
Absolutely, attached is the bsil00 phyre file, there are several meshes that have UV mapping issues
This is because current tool is only exporting 1 UV pair, and map objects surely use many.
I will fix that, but not now. Now i'm working on getting custom characters from FFXIV
No worries! Thank you for looking into it!

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Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara, FFX)

Post by Darkhowlings » Thu Mar 14, 2019 6:17 am

I've notice something funny about FFX textures, at least the PC version: some come out without alpha channels, when, they're clearly have alpha.
This happen even using NinjaRipper. Kind weird if you ask me, but, maybe the game has it own way to render them


About the .phyre, from the day it got on PC, I've always dream they could be a way to reverse the conversion. But, its clearly impossible (I guess, just a nOOb though).

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Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara, FFX)

Post by latinbull » Mon Apr 22, 2019 12:10 am

namine207 wrote:
Thu Mar 14, 2019 2:38 am
daemon1 wrote:
Sun Feb 24, 2019 1:07 pm
namine207 wrote:
Wed Feb 20, 2019 5:23 pm
Absolutely, attached is the bsil00 phyre file, there are several meshes that have UV mapping issues
This is because current tool is only exporting 1 UV pair, and map objects surely use many.
I will fix that, but not now. Now i'm working on getting custom characters from FFXIV
No worries! Thank you for looking into it!
bump

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porimac
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Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara, FFX)

Post by porimac » Sun May 05, 2019 2:34 pm

hi daemon1, could you update 'superhc.exe' or support newer phyre?

AKIBA'S TRIP 2's phyre could be exported mesh and bones, vertex weights with superhc.exe.It worked almost perfectly.
However, the UV was lost from the mesh that should have multiple UVs.
akbt2uu.jpg
If possible, please add support for the phyre D3D11 version

AKIBA'S TRIP 2 (ps3)
chrmd_f_head_imouto_a_001_lod0.dae.GCM.phyre
https://mega.nz/#!54oiyAwR!Brz4CRYHSUYQ ... fdS1XjEQYU

AKIBA'S TRIP: Undead & Undressed (PC)
chrmd_f_head_imouto_a_001_lod0.dae.D3D11.phyre
https://mega.nz/#!otgCxYSL!qpqXNAhfA88C ... g1NzNEPnkg
You do not have the required permissions to view the files attached to this post.

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Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara, FFX)

Post by SporeAltair » Thu Jul 11, 2019 11:14 am

https://mega.nz/#!daoRRKKK!WfZ0Cqdh20bk ... JPPwcVcvtI

Here are the model files from the Godzilla game? How do I open them? Than?

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Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara, FFX)

Post by SporeAltair » Thu Jul 11, 2019 11:14 am

Just add each file at the end .phyre ?
And then?

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Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara, FFX)

Post by erin » Tue Oct 15, 2019 10:08 pm

Onechanbara Z2 Chaos PC 1.0.7
.dlc - https://mega.nz/#!nM8nnIgK!a3Fp5a2RxbWk ... B4WCnGqHwM
Any way to convert .dlc to ascii?
Thanks!

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Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara, FFX)

Post by wansf » Sat Oct 19, 2019 8:09 am

i cannot extract dream c club's .cat
please help

sample file
https://www66.zippyshare.com/v/GEHgpV8d/file.html

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Re: Phyre engine (Godzilla, Super Heroine Ch., Onechanbara, FFX)

Post by BSoD38 » Sat Jan 25, 2020 12:13 pm

Hi, the tool works on FFX, but it seems that the UV maps are lost in the process.

I tried assigning a texture to some of the model parts on Tidus's model, but the textures are not where they should be.
Here's an example :
Image

Any ideas on how to fix this ? Is it a known issue ?

EDIT : Nevermind I figured it out, the UV maps were simply flipped upside down and side to side. I just rotated the UV map 180 degrees and set the X scale to -1 and now everything's fine.

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