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converting a cskn/cmdl file to a readable 3d format.

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kuriatsu
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converting a cskn/cmdl file to a readable 3d format.

Post by kuriatsu » Mon Jun 24, 2019 12:24 pm

Hi,

not sure if this is the right place to go, but I usually try to troubleshoot before I ask for help.
I was wondering if I could get pointed anywhere specific about how to convert a cskn file or a cmdl file to an obj or similar format so I can view them in a 3d modeling program, such as blender.

I found a working title fight, which is a prototype of Playstation all stars battle royale, and I was hoping that since most threads on google originate here, in regards to cskn or cmdl, that someone may have an idea of what I can do.
Theres files for the eucadian, and even a ctxr map for him. The eucadian is a character noones ever seen before in a reliable format. Yes, there are pictures, but they're about the size of a dime because they were solely from the original trailer in 2011/2012 or icons.

Would anyone be able to assist with this? I'm not asking for the files themselves, or the retail game, or anything of the sort, I already have the files I'm looking for, I just need to convert them, but google hasn't been too helpful.
I'm just wanting to load these files in blender or something so I can show it in a video, because I can't get his files working by themselves for lack of certain key files, the game doesn't acknowledge his presence anyway, but the files do exist.

what I've tried:

I've tried using a cmdl viewer for metroid prime, I didn't think it was going to work, but it didn't give any limitations, but it didn't work, saying the file is not supported, and running in administrator mode.
I've tried noesis, and administrator mode, as well as the vita plugin, which complains that its not a vita file and doesn't work.
I've tried looking for other cmdl converters and found 2, both I need to compile. I opened them with two different code compilers(code blocks and MS ultimate visual studio, both with administration mode on) and neither compiled and gave errors.
I've tried using a donkey kong cmdl file converter, and again it didn't work.
I finally got a fix for the ctxr files and it turns out that they are already in a gtf format sort of so converting them to dds worked fine, I tried that type of thing as a last ditch effort.


edit: my apologies, do I need to give a file sample for this?

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shakotay2
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Re: converting a cskn/cmdl file to a readable 3d format.

Post by shakotay2 » Mon Jun 24, 2019 2:18 pm

kuriatsu wrote:
Mon Jun 24, 2019 12:24 pm
edit: my apologies, do I need to give a file sample for this?
Yes.
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."

kuriatsu
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Re: converting a cskn/cmdl file to a readable 3d format.

Post by kuriatsu » Tue Jun 25, 2019 2:01 am


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shakotay2
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Re: converting a cskn/cmdl file to a readable 3d format.

Post by shakotay2 » Tue Jun 25, 2019 8:47 am

well that's a piece of a cake but I don't have the time to search for the face indices (autogenerated ones don't look very well):
.
cake-point-cloud.png
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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."

kuriatsu
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Re: converting a cskn/cmdl file to a readable 3d format.

Post by kuriatsu » Tue Jun 25, 2019 9:50 am

how would I be able to do it? if you can explain it, then I might be able to do it on my own.
If I can do it, I want to. Is there a program that I can do this with?

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shakotay2
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Re: converting a cskn/cmdl file to a readable 3d format.

Post by shakotay2 » Tue Jun 25, 2019 10:45 am

kuriatsu wrote:
Tue Jun 25, 2019 9:50 am
how would I be able to do it? if you can explain it, then I might be able to do it on my own.
If I can do it, I want to. Is there a program that I can do this with?
The program is hex2obj (view link in my sig). If I knew how to get the face indices here I'd have told it.
I'm too busy too care for them so you'll have to wait until someone gets an idea about them.
.
cake.png
Press the 'tut' button to get an understand how to use the tool.

Have a look at the tutorials of Bigchillghost.
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Last edited by shakotay2 on Tue Jun 25, 2019 12:51 pm, edited 1 time in total.
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."

kuriatsu
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Posts: 5
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Re: converting a cskn/cmdl file to a readable 3d format.

Post by kuriatsu » Tue Jun 25, 2019 12:00 pm

Thank you, I'll give it a try.

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Re: converting a cskn/cmdl file to a readable 3d format.

Post by akderebur » Tue Jun 25, 2019 1:15 pm

shakotay2 wrote:
Tue Jun 25, 2019 10:45 am
If I knew how to get the face indices here I'd have told it.
They are probably using EDGE compressed face indices. I know you would have spotted them otherwise :D

I think chrrox made a Noesis script for this game, but I am not sure.

kuriatsu
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Re: converting a cskn/cmdl file to a readable 3d format.

Post by kuriatsu » Tue Jun 25, 2019 1:39 pm

They did, but only for the vita version as far as I know :(

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Re: converting a cskn/cmdl file to a readable 3d format.

Post by shakotay2 » Tue Jun 25, 2019 1:56 pm

akderebur wrote:
Tue Jun 25, 2019 1:15 pm
They are probably using EDGE compressed face indices. I know you would have spotted them otherwise :D

I think chrrox made a Noesis script for this game, but I am not sure.
Ah, yeah, that damned edge compression, didn't expect it in a cmdl file.
rapi.decompressEdgeIndices(edgeData, indexCount)
Sadly the underlying algorithm is burried in the Noesis.exe or dll.

This is very annoying because you can't track problems/errors with edge decompression when start of edge buffer, its size and count of indices are guess work:

Code: Select all

Traceback (most recent call last):
  File "X:\Noesis\plugins\python\fmt_PS_AllStarcmdl.py", line 59, in noepyLoadModel
    rapi.rpgCommitTriangles(edgeDecomp, noesis.RPGEODATA_USHORT, indexCount, noesis.RPGEO_TRIANGLE, 1)
RuntimeError: Position buffer would have been read out of bounds by provided indices.
Afair Loomy was the only one to reveal some secrets of (Sony's) edge decompression:
https://forum.xentax.com/viewtopic.php? ... 15#p136137

Long, long ago I had some success here (based on the script from kovalevich007):
https://forum.xentax.com/viewtopic.php? ... skn#p99276
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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