(PC) Mega Man X8 WSX/WPG
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Darkfox
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Re: (PC) Mega Man X8 WSX/WPG
Looking into it more, seems a downside is that the bones are not given names... also seems to contain more than one model per WSX, like sub-models for projectiles. Though I am very certain of these being models.
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Darkfox
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Re: (PC) Mega Man X8 WSX/WPG
Closeup of his in-game model:
http://i148.photobucket.com/albums/s1/N ... vile3d.jpg
And a WSX may actually contain several models. Not just one. The main character model, texture association, and sub-models. I also still believe there are also animations in there too and a bone index.
http://i148.photobucket.com/albums/s1/N ... vile3d.jpg
And a WSX may actually contain several models. Not just one. The main character model, texture association, and sub-models. I also still believe there are also animations in there too and a bone index.
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Re: (PC) Mega Man X8 WSX/WPG
OK, time to look at this now... any information that you already have about the locations of the textures would give me a head start on that. I think you said some textures were weird... the locations on those would be nice too. Other than that... time to get started.
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Re: (PC) Mega Man X8 WSX/WPG
Yep, 8-bit textures. Most WPG files contain multiple textures. Each image is prefaced with a 0x12-byte header. So if you can read a header without hitting EOF, read another image, etc. Palette is 3*256 bytes and in BGR order. Bitmap palettes use RGBQUAD so you have to append a 0 alpha. The first DWORD in the header determines if file is 8-bit or 32-bit. Easy peazy. Time to work on the model format now.


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Re: (PC) Mega Man X8 WSX/WPG
C++. TileGGD can't do it because of the 24-bit palette table; it probably needs the palette to be 32-bits for it to recognize it as a bitmap. Texture extractor posted below. The model format is quite a bit harder... every section in a model file uses a 0x6C to mark it and can't really find cues to get to the actual data. There is also no obvious index buffer but I do see obvious vertex formats... going to try dumping hard-coded vertices sometime later.
EDIT: Xentax won't let me attach even a 20 KB file at the moment ha ha ha. Will try again later.
EDIT: There we go. Just place exe in game root directory and run it and wait. Written for PC version of the game.
EDIT: Xentax won't let me attach even a 20 KB file at the moment ha ha ha. Will try again later.
EDIT: There we go. Just place exe in game root directory and run it and wait. Written for PC version of the game.
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finale00
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Re: (PC) Mega Man X8 WSX/WPG
Post a couple more models.
I'm guessing the third section (in the order they are referenced in the offset table) is the largest and probably contains the mesh info?
Each section has a very similar structure though o.O
I'm guessing the third section (in the order they are referenced in the offset table) is the largest and probably contains the mesh info?
Each section has a very similar structure though o.O
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mariokart64n
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Re: (PC) Mega Man X8 WSX/WPG
the wsx filesystem looks simple
LONG: Count
LONG: Data Size
LONG: Offsets (Loop*Count)
I broke down wsx and examined the parts individually.. each part is different, and I haven't found out what all the components do.
anyway I did find the geometry component, holding the vertex info. but I'm not sure how to read through the file yet. just as a test I hardcoded the offset and imported the vertex data.

in file:PL_A.wsx @ 0xFBE6, each vertex definition is 60bytes long. XYZ,nX,nY,nZ,N,U,V
at that particular offset the count was 6974, I need to back trace the number to see where the geometry definitions are stored.
LONG: Count
LONG: Data Size
LONG: Offsets (Loop*Count)
I broke down wsx and examined the parts individually.. each part is different, and I haven't found out what all the components do.
anyway I did find the geometry component, holding the vertex info. but I'm not sure how to read through the file yet. just as a test I hardcoded the offset and imported the vertex data.

in file:PL_A.wsx @ 0xFBE6, each vertex definition is 60bytes long. XYZ,nX,nY,nZ,N,U,V
at that particular offset the count was 6974, I need to back trace the number to see where the geometry definitions are stored.
Maxscript and other finished work I've done can be found on my DeviantArt account
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Re: (PC) Mega Man X8 WSX/WPG
Cool. When I have ssome time I'll see if I can use your info to finish up an extractor. So many games so little time
. Triangles in the legs look a little off. Was there an index buffer?
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Darkfox
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Re: (PC) Mega Man X8 WSX/WPG
pretty good! Some mess with a few triangles as howfie said but is a great deal of progress on the model format. Glad to see the UV mapping there as well.
Wonder what is causing those messy triangles? But is greatly intact overall! Hopefully will be able to read the data. I still believe some of the elements is animation data and a kind of bone system but the bones aren't named like most games, just values, or the names are Japanese... but that wouldn't be very Capcom-like. But first things first...
Wonder what is causing those messy triangles? But is greatly intact overall! Hopefully will be able to read the data. I still believe some of the elements is animation data and a kind of bone system but the bones aren't named like most games, just values, or the names are Japanese... but that wouldn't be very Capcom-like. But first things first...

