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Soul Calibur 3 Modding

Post questions about game models here, or help out others!
mariokart64n
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Re: Soul Calibur 3 Modding

Post by mariokart64n » Fri Apr 17, 2020 5:04 pm

Sorry for the bump;

Recently I dusted off my old script for SC3 and realized alot more work was required for me to import models correctly

So I spent a week documenting as much as possible of the mesh binary so that I might have a better chance identifying the mesh info.

I created this flow charted to outline an overview of the blocks and there order presented throughout the model binary.
*The Arrows indicate a offset within a block that jumps to another block

Image

Here is my structure for the header block;

Code: Select all

struct HEADER {
	uint32	filetype;
	uint8	unk001;
	uint8	unk002;
	uint8	unk003;
	uint8	unk004;
	uint16	table1_count;
	uint16	bone_count;
	uint32	unk005;
	uint32	unk006;
	uint32	unk007;
	uint32	unk008;
	uint32	unk009;
	uint32	bone_addr;
	uint32	tex_file_addr;
	uint32	table1a_addr;
	uint32	table5_addr;
	uint32	table4_addr;
	uint32	table7_addr;
	uint32	unk016;
	uint32	table1_addr;
	uint32	table2_addr;
	uint32	table3_addr;
	uint32	table6_addr;
	}
To give a broader overview; table1 is the mesh table, and it does a typical thing that SC2 did which it presents mesh data as either static or skinned.
Skinned data requiring local bone indices of course which are important for deforming the mesh back to world space.

Theres a lot of ridiculous jumping from table1 to to geometry block, alot of the table subs, table1a - table1d mostly just contain a single offset to the next table.... anyways my maxscript is VERY messy lol

But here is the current script (it needs fixing)
[maxscript]_vmp_imp__by_mariokart64n.zip

I'm having 2 problems at the moment that I've been unable to resolve;
1.) direction of the mesh faces cause the mesh to have flipped cases all over
2.) for some reason the lips are distorted

Image
Image
*(manually corrected flipped faces to emphasize the lip issue)


I can live with the flipped face issue, but the face being distorted is a real problem, and looking at zaramot and fatducks screenshots I'm thinking my method of transforming the mesh to world space is flawed.

If anyones still interested in this game, please have a look at the script and give your thoughts

line #1205 in my maxscript shows how I'm transforming the vertices to world space, it works for everything except the lips on the face

Code: Select all

tfm = matrix3 1
tfm.row4 = vert2 / wt
tfm*=boneArray[table1a[mesh_object].indices[(bit.shift bi -2) + 1] + 1].transform
vert+= tfm.row4  * wt
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Maxscript and other finished work I've done can be found on my DeviantArt account

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Scorpio21
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Re: Soul Calibur 3 Modding

Post by Scorpio21 » Sat Apr 25, 2020 4:11 pm

nice it'll be cool if kratos was in sc3

NicotineCaffeine
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Re: Soul Calibur 3 Modding

Post by NicotineCaffeine » Thu Aug 06, 2020 10:54 am

You should say most of the thread continues in another section lol
Anyway i guess you fixed the problem in the end, becouse using the other plugin it gives me absolutely no issue

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Re: Soul Calibur 3 Modding

Post by mariokart64n » Thu Aug 06, 2020 12:38 pm

To clarify;

I had posted my findings and concerns here because I needed help with developing and fixing the script.

After several months of no response I had decided to release a second version of the script in which I attempt to "work around" specific problems and made a GUI. On my deviant art page you can find the new script and a video walk through on how individuals can import meshes themselves.
https://www.deviantart.com/mariokart64n ... -848567537

Image



Its worth noting that those problems I had discussed in my last post still remain, and some models may not import correctly.

Since I had posted my revised script on deviant art I have received a bit attention and was asked to share my knowledge of the SC3 mesh binary format in a different topic here;
viewtopic.php?f=29&t=22497


I was also asked by another person on deviant art if I could port all the girls from SC3 for them. It took me months but I had provided the models to this user, they claimed that they will release them at some point..
https://www.deviantart.com/junk-hoes
https://www.pixiv.net/en/users/42364003/illustrations
Image

Image
Maxscript and other finished work I've done can be found on my DeviantArt account

NicotineCaffeine
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Re: Soul Calibur 3 Modding

Post by NicotineCaffeine » Sun Aug 09, 2020 8:10 am

Must be in models i did not try to extract then. The only thing weird i noticed is that when i extract a model, and i collapse the edit normals, if i export the model the faces loose their smoothing group. Even if i try to reset it does not fix that. But as other games (like champions of norrath) that seems to be a common issue... Or maybe in this case there should be a different step i should do. Don't know.

NicotineCaffeine
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Re: Soul Calibur 3 Modding

Post by NicotineCaffeine » Tue Aug 11, 2020 12:27 pm

Wait, scratch that, with the right combination of export & reimport i fixed that as well. I will put some screenshots on my deviantart page.

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