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WRC 7 .P3D models

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Karpati
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Re: WRC 7 .P3D models

Post by Karpati » Wed Nov 14, 2018 6:16 pm

huckleberrypie wrote: One thing though: Could you point me as to where the face indices can be found or how to find them in the RIFF node?
See the indx chunk on your picture.

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Re: WRC 7 .P3D models

Post by huckleberrypie » Thu Nov 15, 2018 2:13 am

shakotay2 wrote: Anyways, here's the zip with uvs contained:
https://www7.zippyshare.com/v/3yF3IYqF/file.html

Some uvs may need some scaling (1.5?) but the selected one in the picture obviously not:
Toyota_Yaris-P3D-uvs.png
I presume the Makeobj thingy you mentioned is for Blender, yes?
Karpati wrote:
huckleberrypie wrote: One thing though: Could you point me as to where the face indices can be found or how to find them in the RIFF node?
See the indx chunk on your picture.
Alright, noted. :)

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shakotay2
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Re: WRC 7 .P3D models

Post by shakotay2 » Thu Nov 15, 2018 12:20 pm

huckleberrypie wrote:I presume the Makeobj thingy you mentioned is for Blender, yes?
Output is (one) wavefront .obj with submeshes (see zip file) so any 3D app should do.
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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Re: WRC 7 .P3D models

Post by huckleberrypie » Thu Nov 15, 2018 12:48 pm

shakotay2 wrote:
huckleberrypie wrote:I presume the Makeobj thingy you mentioned is for Blender, yes?
Output is (one) wavefront .obj with submeshes (see zip file) so any 3D app should do.
Yeah I know that. I was actually referring to the Make_obj project with C source code.

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shakotay2
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Re: WRC 7 .P3D models

Post by shakotay2 » Thu Nov 15, 2018 7:44 pm

huckleberrypie wrote:Yeah I know that. I was actually referring to the Make_obj project with C source code.
The Make_obj project is not blender specific, it creates wavefront obj outputs which can be read by most 3D apps.

(But it wouldn't help you that much if you don't know 'C'.)
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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Re: WRC 7 .P3D models

Post by huckleberrypie » Fri Nov 16, 2018 3:36 pm

shakotay2 wrote:
huckleberrypie wrote:Yeah I know that. I was actually referring to the Make_obj project with C source code.
The Make_obj project is not blender specific, it creates wavefront obj outputs which can be read by most 3D apps.

(But it wouldn't help you that much if you don't know 'C'.)
I see, so it's a standalone application then.

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shakotay2
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Re: WRC 7 .P3D models

Post by shakotay2 » Fri Nov 16, 2018 4:47 pm

btw, we'd need a decent Riff viewer with the ability to export the hierarchy.

The one I have stops at node 32 for some unkn reason:

Code: Select all

 0.                          Root
 1.                                  D_Main
 2.                                          Piston_FR
 3.                                          Piston_RR
 4.                                          D_Exhaust
 5.                                                  D_Exhaust_Flash
 6.                                                  Exhaust
 7.                                          HUD_INT
 8.                                          J_Boot_L
 9.                                          J_Boot_R
10.                                         J_Bumper_BL
11.                                         J_Bumper_BR
12.                                         J_Bumper_FL
13.                                         J_Bumper_FR
14.                                         J_Hood_L
15.                                         J_Hood_R
16.                                         J_Wiper_L
17.                                                 Wiper_L
18.                                         Piston_FL
19.                                         Piston_RL
20.                                         D_B_Bumper_F
21.                                         D_B_Bumper_B
22.                                         D_B_Wing_L
23.                                         J_Wing_L
24.                                         J_Wing_R
25.                                         D_B_Wing_R
26.                                         D_Wheel_F
27.                                         D_Wheel_R
28.                                         J_Wiper_R
29.                                                 Wiper_R
30.                                         Body
31.                                                 Body_LOD1
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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Re: WRC 7 .P3D models

Post by huckleberrypie » Sat Nov 17, 2018 12:54 am

shakotay2 wrote:btw, we'd need a decent Riff viewer with the ability to export the hierarchy.

The one I have stops at node 32 for some unkn reason:

Code: Select all

 0.                          Root
 1.                                  D_Main
 2.                                          Piston_FR
 3.                                          Piston_RR
 4.                                          D_Exhaust
 5.                                                  D_Exhaust_Flash
 6.                                                  Exhaust
 7.                                          HUD_INT
 8.                                          J_Boot_L
 9.                                          J_Boot_R
10.                                         J_Bumper_BL
11.                                         J_Bumper_BR
12.                                         J_Bumper_FL
13.                                         J_Bumper_FR
14.                                         J_Hood_L
15.                                         J_Hood_R
16.                                         J_Wiper_L
17.                                                 Wiper_L
18.                                         Piston_FL
19.                                         Piston_RL
20.                                         D_B_Bumper_F
21.                                         D_B_Bumper_B
22.                                         D_B_Wing_L
23.                                         J_Wing_L
24.                                         J_Wing_R
25.                                         D_B_Wing_R
26.                                         D_Wheel_F
27.                                         D_Wheel_R
28.                                         J_Wiper_R
29.                                                 Wiper_R
30.                                         Body
31.                                                 Body_LOD1
What RIFF viewer are you using? Mine's RIFFPad but that one seems pretty spartan and lacking certain features.

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shakotay2
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Re: WRC 7 .P3D models

Post by shakotay2 » Mon Nov 19, 2018 3:43 pm

It's Riffview, but it misses the 2nd half of the nodes, too bad. So I decided to get a C# project from the inet, RiffparserDemo which allowed me to create some position2node list manually. There's some things I don't understand so far, so for example
J_Bumper_BL_10, J_Bumper_BR_11, J_Bumper_FL_12, J_Bumper_FR_13 which don't appear in that list.
Also the wipers need the rotation applied.
Yaris-P3D(wip).jpg
(node names are still messed up but I'm too lazy to care for hierarchy.)
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."

huckleberrypie
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Re: WRC 7 .P3D models

Post by huckleberrypie » Tue Nov 20, 2018 2:39 pm

shakotay2 wrote:It's Riffview, but it misses the 2nd half of the nodes, too bad. So I decided to get a C# project from the inet, RiffparserDemo which allowed me to create some position2node list manually. There's some things I don't understand so far, so for example
J_Bumper_BL_10, J_Bumper_BR_11, J_Bumper_FL_12, J_Bumper_FR_13 which don't appear in that list.
Also the wipers need the rotation applied.
Yaris-P3D(wip).jpg
(node names are still messed up but I'm too lazy to care for hierarchy.)
The missing nodes could probably account for why I don't seem to be getting the high-quality windscreen, rear window and a few others.

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shakotay2
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Re: WRC 7 .P3D models

Post by shakotay2 » Tue Nov 20, 2018 9:15 pm

Problem is that some NoHe names don't seem to be connected to a mesh because they are "joints"
such as J_Bumper_BL for example.

I really don't have the patience to crawl through that damned hierarchy to decide how to assign the meshes to the "real" mesh names. :D
As for example D_Exhaust, D_Exhaust_Flash and Exhaust seem to share one mesh.

D_B_Wing_L, D_B_Wing_R, D_Wheel_F/ _R don't have vpos sections.

Astonishingly I found a name sorting algo that's totally simple (so it may give faulty results):

Code: Select all

   // assign names
   cnt=0 ;
   for (i=0;i<SMcnt;i++) {              //
        while (addrList_arr[cnt]<Vaddr_arr[i]) cnt++ ;
        cnt-- ;
        strcpy(szSM_Name[i], szSM_Name[cnt]) ;
        fprintf( stream, "# %d %s\n", i, szSM_Name[i]) ;
   }
From mesh number 58 to 70 everything is labeled Wing_L_58, that's probably wrong so rename them, please.
Also some meshes remain clumped in the middle.
https://www12.zippyshare.com/v/SPQrd8rr/file.html
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."

huckleberrypie
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Re: WRC 7 .P3D models

Post by huckleberrypie » Thu Nov 22, 2018 3:27 am

shakotay2 wrote:Problem is that some NoHe names don't seem to be connected to a mesh because they are "joints"
such as J_Bumper_BL for example.

I really don't have the patience to crawl through that damned hierarchy to decide how to assign the meshes to the "real" mesh names. :D
As for example D_Exhaust, D_Exhaust_Flash and Exhaust seem to share one mesh.

D_B_Wing_L, D_B_Wing_R, D_Wheel_F/ _R don't have vpos sections.

Astonishingly I found a name sorting algo that's totally simple (so it may give faulty results):

Code: Select all

   // assign names
   cnt=0 ;
   for (i=0;i<SMcnt;i++) {              //
        while (addrList_arr[cnt]<Vaddr_arr[i]) cnt++ ;
        cnt-- ;
        strcpy(szSM_Name[i], szSM_Name[cnt]) ;
        fprintf( stream, "# %d %s\n", i, szSM_Name[i]) ;
   }
From mesh number 58 to 70 everything is labeled Wing_L_58, that's probably wrong so rename them, please.
Also some meshes remain clumped in the middle.
https://www12.zippyshare.com/v/SPQrd8rr/file.html
That's 'swell. Is there anything else that's needed to be done? Might send some more samples when I have the time. And no worries if you don't have the patience to do the rest of the format either, I'm not in a rush for things anyway.

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Re: WRC 7 .P3D models

Post by huckleberrypie » Sat Nov 24, 2018 12:53 pm

In regards to part positions, Szkaradek123 over at Zenhax mentioned about the NoHe node containing the necessary bone/skeleton stuff:
https://zenhax.com/viewtopic.php?f=5&t=8872

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Re: WRC 7 .P3D models

Post by shakotay2 » Sat Nov 24, 2018 1:52 pm

Not nice, huckleberrypie, to let people work in parallel, on zenhax and here on xentax. :roll:
I'll stop my investigations.
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."

huckleberrypie
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Re: WRC 7 .P3D models

Post by huckleberrypie » Sat Nov 24, 2018 3:17 pm

shakotay2 wrote:Not nice, huckleberrypie, to let people work in parallel, on zenhax and here on xentax. :roll:
I'll stop my investigations.
Oh, sorry about that mate, I didn't mean to disappoint you on this one. If you no longer feel like working on this one, fine, but please, I really didn't mean to burst your bubble on this. All I did was ask for a second opinion and all, not to tick you off royally.

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