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(PS3) Dante's Inferno .geo

Posted: Sat Jun 30, 2018 5:20 pm
by Neverstops
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"

Re: (PS3) Dante's Inferno .geo

Posted: Sat Jun 30, 2018 11:59 pm
by killercracker
If you have 3ds max you can use this script. This was written a while ago so there may still be some bugs.

Re: (PS3) Dante's Inferno .geo

Posted: Sun Jul 01, 2018 1:23 am
by Neverstops
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.

Re: (PS3) Dante's Inferno .geo

Posted: Mon Jul 02, 2018 2:41 am
by killercracker
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.

Re: (PS3) Dante's Inferno .geo

Posted: Tue Nov 27, 2018 8:44 am
by Tosyk
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

Re: (PS3) Dante's Inferno .geo

Posted: Wed Nov 28, 2018 2:34 am
by killercracker
The skeleton files are the .rcb.xen/ps3 files.

Re: (PS3) Dante's Inferno .geo

Posted: Wed Nov 28, 2018 6:46 am
by Tosyk
thank you! can you support weights as well?

Re: (PS3) Dante's Inferno .geo

Posted: Wed Nov 28, 2018 2:16 pm
by zaramot
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

Re: (PS3) Dante's Inferno .geo

Posted: Thu Dec 13, 2018 9:24 am
by PaulPhoenix31139
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

Re: (PS3) Dante's Inferno .geo

Posted: Thu Dec 27, 2018 9:58 pm
by tormunds
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.