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Very common directx .X-file (Silent Hill Arcade)

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Henchman800
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Very common directx .X-file (Silent Hill Arcade)

Post by Henchman800 » Thu Mar 05, 2020 1:31 am

Since the game just ran on a windows computer, the files are very easy accesable.
The model format is .X and can be converted with this online converter:
https://www.meshconvert.com/de.html

However this is quiet a nasty process and the website only allows files up to 18mb.
So I wanted to know if you guys know of any noesis or quickbms scripts that work with these files.
I've uploaded an example for Silent Hill Arcade .X - files here:
Silent_Hill_Arcade_Model-File.zip
Heres some results i archieved with the online mesh converter:
Image
Image
Image
Image

Heres a video that even shows a character thats been extracted with skeleton and animations:
https://www.youtube.com/watch?v=EOf-0DsO7GE

Anything that lets me batchconvert the .x files helps!
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Re: Very common directx .X-file (Silent Hill Arcade)

Post by shakotay2 » Thu Mar 05, 2020 1:46 pm

Henchman800 wrote:
Thu Mar 05, 2020 1:31 am
Anything that lets me batchconvert the .x files helps!
Since assimp (viewer) is open source it should be possible to add a command line option (my version crashes when called with param elbotan_huta.X)
.
assimp_viewer.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."

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Re: Very common directx .X-file (Silent Hill Arcade)

Post by Henchman800 » Thu Mar 05, 2020 3:51 pm

shakotay2 wrote:
Thu Mar 05, 2020 1:46 pm
Since assimp (viewer) is open source it should be possible to add a command line option (my version crashes when called with param elbotan_huta.X)
.
assimp_viewer.png
So you are saying that i could add a line that lets me batchconvert .x files?
I've read about a noesis plugin, but i wasnt able to find it [roll]

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Re: Very common directx .X-file (Silent Hill Arcade)

Post by shakotay2 » Thu Mar 05, 2020 4:37 pm

Henchman800 wrote:
Thu Mar 05, 2020 3:51 pm
So you are saying that i could add a line that lets me batchconvert .x files?
Having the source you can do almost everything - if you are a coder. :D
(And you'll need to add/change more than one line only, I guess.)

Search for "assimp command line".

This is a converter using commandline parameters, but it converts to .json only:
https://github.com/cdave1/assimp2json
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: Very common directx .X-file (Silent Hill Arcade)

Post by 05SpeedMaster » Sun Mar 08, 2020 6:17 pm

3D Object Converter has a batch convert and opens the .X files
http://3doc.i3dconverter.com/

I have a registered version so updates are free for life.
Well worth the small price.

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Re: Very common directx .X-file (Silent Hill Arcade)

Post by Henchman800 » Sun Mar 08, 2020 6:24 pm

shakotay2 wrote:
Thu Mar 05, 2020 4:37 pm
Having the source you can do almost everything - if you are a coder. :D
This is the Problem....im a video Editor/cameraman :P
Imma check that .json converter though...maybe i can find something to batchconvert them aswell :up:

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Re: Very common directx .X-file (Silent Hill Arcade)

Post by Henchman800 » Sun Mar 08, 2020 6:26 pm

05SpeedMaster wrote:
Sun Mar 08, 2020 6:17 pm
3D Object Converter has a batch convert and opens the .X files
http://3doc.i3dconverter.com/
Awesome!!!
Imma check that out tonight :up:

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Re: Very common directx .X-file (Silent Hill Arcade)

Post by 05SpeedMaster » Sun Mar 08, 2020 6:27 pm

It supports over 700 formats!
And like the People that created SweetScape 010 Hex Editor, you can send information on new formats and he might add it to 3D Object Converter.

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Re: Very common directx .X-file (Silent Hill Arcade)

Post by Henchman800 » Mon Mar 09, 2020 7:57 pm

This tool works fine in general....very intuitiv and I love the batch-convert function!
However, some stuff imports incorrectly. A lot of triangles seem to be missing:
Image

Could this be the program itself handling to many files?
It crashed onme once...


Edit:
Nevermind.....I think I "found" it haha
Image

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Re: Very common directx .X-file (Silent Hill Arcade)

Post by Henchman800 » Tue Mar 10, 2020 1:08 am

the issue being is that the characters seem to have a different format other than the level files. its still supposed to be a different version of directx.
The Files are called .xab
Silent Hill Arcade Models.zip
Could you guys check if thats right?
Maybe im wrong.....

Edit:
But it looks about right....

Code: Select all

xof 0303txt 0032
template XSkinMeshHeader {
 <3cf169ce-ff7c-44ab-93c0-f78f62d172e2>
 WORD nMaxSkinWeightsPerVertex;
 WORD nMaxSkinWeightsPerFace;
 WORD nBones;
}

template VertexDuplicationIndices {
 <b8d65549-d7c9-4995-89cf-53a9a8b031e3>
 DWORD nIndices;
 DWORD nOriginalVertices;
 array DWORD indices[nIndices];
}

template SkinWeights {
 <6f0d123b-bad2-4167-a0d0-80224f25fabb>
 STRING transformNodeName;
 DWORD nWeights;
 array DWORD vertexIndices[nWeights];
 array FLOAT weights[nWeights];
 Matrix4x4 matrixOffset;
}

template Camera {
 <1228c381-9a21-41a5-93d1-591c17fdea86>
 Vector Position;
 Vector Direction;
 FLOAT FovY;
}

template Light {
 <a83aa5c3-b69d-4af5-9a20-af23bf545d9c>
 DWORD Type;
 ColorRGBA Diffuse;
 ColorRGBA Specular;
 ColorRGBA Ambient;
 Vector Position;
 Vector Direction;
 FLOAT Range;
 FLOAT Falloff;
 FLOAT Attenuation0;
 FLOAT Attenuation1;
 FLOAT Attenuation2;
 FLOAT Theta;
 FLOAT Phi;
}

template SilentLight {
 <28448950-847d-4d15-8d82-707d0fd0d7f4>
 DWORD Type;
 ColorRGBA Color;
 Vector Position;
 Vector Direction;
 FLOAT RangeNear;
 FLOAT RangeFar;
 FLOAT ConeInside;
 FLOAT ConeOutside;
 DWORD Shadow;
}


Frame _V__________g {
 

 FrameTransformMatrix {
  1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000;;
 }

 Frame Dum_numb_acid {
  

  FrameTransformMatrix {
   1.000000,-0.000000,-0.000000,0.000000,0.000000,1.000000,-0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,-0.000000,0.000000,0.000000,1.000000;;
  }

  Frame numb_acid {
   

   FrameTransformMatrix {
    -1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,-0.000000,0.000000,-1.000000,0.000000,0.000000,0.000000,0.000000,1.000000;;
   }

   Frame {
    

    FrameTransformMatrix {
     -1.000000,0.000000,0.000000,0.000000,0.000000,-0.000000,1.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,0.000000,1.000000;;
    }

    Mesh {
     4;
     -0.062039;-0.000001;-0.061564;,
     0.062039;0.000000;-0.061564;,
     -0.062039;-0.000000;0.061564;,
     0.062039;0.000001;0.061564;;
     2;
     3;0,3,1;,
     3;3,0,2;;

     MeshNormals {
      4;
      -0.000009;1.000000;-0.000002;,
      -0.000009;1.000000;-0.000002;,
      -0.000009;1.000000;-0.000002;,
      -0.000009;1.000000;-0.000002;;
      2;
      3;0,3,1;,
      3;3,0,2;;
     }

     MeshTextureCoords {
      4;
      0.000000;1.000000;,
      1.000000;1.000000;,
      0.000000;0.000000;,
      1.000000;0.000000;;
     }

     MeshMaterialList {
      1;
      2;
      0,
      0;

      Material {
       1.000000;1.000000;1.000000;1.000000;;
       9.999999;
       0.000000;0.000000;0.000000;;
       0.000000;0.000000;0.000000;;

       TextureFilename {
        "tx_numbody_sp.dds";
       }
      }
     }
    }
   }
  }
 }
}                

AnimationSet {
 

 Animation {
  

  AnimationKey {
   4;
   2;
   0;16;1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000;;,
   1760;16;1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000;;;
  }
  { _V__________g }
 }

 Animation {
  

  AnimationKey {
   4;
   2;
   0;16;-1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,-0.000000,0.000000,-1.000000,0.000000,0.000000,0.000000,0.000000,1.000000;;,
   1760;16;-1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,-0.000000,0.000000,-1.000000,0.000000,0.000000,0.000000,0.000000,1.000000;;;
  }
  { numb_acid }
 }
}
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Re: Very common directx .X-file (Silent Hill Arcade)

Post by Henchman800 » Tue Mar 10, 2020 11:31 am

Henchman800 wrote:
Tue Mar 10, 2020 1:08 am
But it looks about right....
Check this out:
You just have to rename the "___.xab" to "___.x" and https://www.meshconvert.com/de.html will convert it to a format of your choice!
Image

Sadly 3D-Object_Converter doesn't support this renaming method and simply says "STREAM READ ERROR"

But I guess we now have everything we need to convert and extract "Silent Hill The Arcade" 3D-models :)
Image

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Re: Very common directx .X-file (Silent Hill Arcade)

Post by shakotay2 » Tue Mar 10, 2020 2:03 pm

Henchman800 wrote:
Tue Mar 10, 2020 11:31 am
Sadly 3D-Object_Converter doesn't support this renaming method and simply says "STREAM READ ERROR"
Because the xab are ASCII-.x files while elbotan_huta.X is binary version.

(I have a deja vue of a DirectX tool which could convert ASCII version to binary but can't remember which one it was...)

btw: good old Blender's (2.49) directX importer gets your xab directly. :D
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: Very common directx .X-file (Silent Hill Arcade)

Post by Henchman800 » Wed Mar 11, 2020 11:41 am

shakotay2 wrote:
Tue Mar 10, 2020 2:03 pm
btw: good old Blender's (2.49) directX importer gets your xab directly. :D
Du kluger Kopf..... ;-)
I didn't even think about that!
The next problem was vertex-groups for multiple textures...
Online Mesh converter does not create a .mtl :-/
Imma give blender 2.49 a try today :D
Thx shakotay2!

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Re: Very common directx .X-file (Silent Hill Arcade)

Post by Henchman800 » Fri Apr 03, 2020 2:41 pm

shakotay2 wrote:
Tue Mar 10, 2020 2:03 pm
btw: good old Blender's (2.49) directX importer gets your xab directly. :D
I just tried with blender 2.49b and it doen't import the .xab, nor the regular .x files of the levels :-/

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Re: Very common directx .X-file (Silent Hill Arcade)

Post by shakotay2 » Fri Apr 03, 2020 3:00 pm

I was referring to the .xab files in the zip of your post as of Tue Mar 10, 2020 1:08 am (which need to be renamed to .x for successful blender2.49b import).
(If you want to avoid confusion just don't switch between level files and other static models here.)
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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