READ THE RULES: Click here

Follow us on Facebook: https://www.facebook.com/xentax/ :)

(PS3) Dante's Inferno .geo

Post questions about game models here, or help out others!
Post Reply
Neverstops
n00b
Posts: 10
Joined: Mon Jul 06, 2015 12:06 am
Has thanked: 3 times
Been thanked: 1 time

(PS3) Dante's Inferno .geo

Post by Neverstops » Sat Jun 30, 2018 5:20 pm

Hi, i've been working on extracting Dante's Inferno archives and it's files, .viv, .str, as i was successful with Rick's Visceral Games Tool.

However i was searching for Dead Space .geo importing tools, i've spent searching places to import it, but no success. I'm not really a programmer or hex editor, but i managed to get the textures .tg4d using TextureFinder V21.

I believe the game has similiar engine along the previous game developed by Visceral Games, like Dead Space. But the other tools created by people for Dead Space didn't support Dante's Inferno file formats.


In which now, i was able to get the files, "Also working video files .vp6". Now to figure out to import the models. I probably think it's the .geo files are the mesh. Few people managed to get the models, but is there a way to import these mesh files?. I'm so close retrieving the models

"Yes the game is like 8 years old. But i hope we could atleast manage this by supporting"

User avatar
killercracker
advanced
Posts: 55
Joined: Sun Sep 25, 2011 11:31 pm
Has thanked: 4 times
Been thanked: 81 times

Re: (PS3) Dante's Inferno .geo

Post by killercracker » Sat Jun 30, 2018 11:59 pm

If you have 3ds max you can use this script. This was written a while ago so there may still be some bugs.
You do not have the required permissions to view the files attached to this post.

Neverstops
n00b
Posts: 10
Joined: Mon Jul 06, 2015 12:06 am
Has thanked: 3 times
Been thanked: 1 time

Re: (PS3) Dante's Inferno .geo

Post by Neverstops » Sun Jul 01, 2018 1:23 am

killercracker wrote:If you have 3ds max you can use this script. This was written a while ago so there may still be some bugs.
Thank you so much!, it works anyway.

I assume this one is optional, but will there be a way to import the skeletons?. If not, no worries then.

User avatar
killercracker
advanced
Posts: 55
Joined: Sun Sep 25, 2011 11:31 pm
Has thanked: 4 times
Been thanked: 81 times

Re: (PS3) Dante's Inferno .geo

Post by killercracker » Mon Jul 02, 2018 2:41 am

I think skeletons are in a different file. If you have a samples I can take a look at them. Chances are they're the same or nearly the same as Dead Space's skeleton files. I haven't been able to figure out how Visceral Games' skinning works so you'll have to skin it yourself.

User avatar
Tosyk
double-veteran
double-veteran
Posts: 934
Joined: Thu Oct 22, 2009 10:24 am
Location: Russia, Siberia
Has thanked: 225 times
Been thanked: 110 times
Contact:

Re: (PS3) Dante's Inferno .geo

Post by Tosyk » Tue Nov 27, 2018 8:44 am

killercracker wrote:I think skeletons are in a different file. If you have a samples I can take a look at them. Chances are they're the same or nearly the same as Dead Space's skeleton files. I haven't been able to figure out how Visceral Games' skinning works so you'll have to skin it yourself.
thanks killercracker, script works smooth.
since I'm converting this game models can you point me to the skeleton files so I upload them here :)

here's character example from xb360: https://drive.google.com/open?id=1t3gTY ... yQxG316NOr

p.s.: I have both ps3 and xbox360 versions
Thank you for all you do here
my blog | my forum

User avatar
killercracker
advanced
Posts: 55
Joined: Sun Sep 25, 2011 11:31 pm
Has thanked: 4 times
Been thanked: 81 times

Re: (PS3) Dante's Inferno .geo

Post by killercracker » Wed Nov 28, 2018 2:34 am

The skeleton files are the .rcb.xen/ps3 files.
You do not have the required permissions to view the files attached to this post.

User avatar
Tosyk
double-veteran
double-veteran
Posts: 934
Joined: Thu Oct 22, 2009 10:24 am
Location: Russia, Siberia
Has thanked: 225 times
Been thanked: 110 times
Contact:

Re: (PS3) Dante's Inferno .geo

Post by Tosyk » Wed Nov 28, 2018 6:46 am

thank you! can you support weights as well?
Thank you for all you do here
my blog | my forum

User avatar
zaramot
double-veteran
double-veteran
Posts: 720
Joined: Wed Jan 05, 2011 12:41 pm
Has thanked: 39 times
Been thanked: 772 times

Re: (PS3) Dante's Inferno .geo

Post by zaramot » Wed Nov 28, 2018 2:16 pm

Script, with weights and bones support. Use it as it is - for now, I can't fix it because of my PC problems:( So, there will be no respond to bug report.

UPD: Some fixes
You do not have the required permissions to view the files attached to this post.
Making model-import scripts, PM

PaulPhoenix31139
ultra-n00b
Posts: 5
Joined: Tue Oct 09, 2018 9:38 am
Has thanked: 19 times
Been thanked: 1 time

Re: (PS3) Dante's Inferno .geo

Post by PaulPhoenix31139 » Thu Dec 13, 2018 9:24 am

Hi, please help how extract .viv
i find Rick's Visceral Games Tool, but i dont understand how use this
https://github.com/gibbed/Gibbed.Visceral

tormunds
ultra-n00b
Posts: 7
Joined: Thu Dec 10, 2015 6:52 pm
Has thanked: 3 times
Been thanked: 2 times

Re: (PS3) Dante's Inferno .geo

Post by tormunds » Thu Dec 27, 2018 9:58 pm

PaulPhoenix31139 wrote:Hi, please help how extract .viv
i find Rick's Visceral Games Tool, but i dont understand how use this
https://github.com/gibbed/Gibbed.Visceral
You need to compile those tools with Visual Studio. I used the 2017 version.

Post Reply