(PC) Mega Man X8 WSX/WPG

Post questions about game models here, or help out others!
Darkfox
VVIP member
VVIP member
Posts: 688
Joined: Fri Jul 04, 2003 6:11 pm
Has thanked: 33 times
Been thanked: 16 times

(PC) Mega Man X8 WSX/WPG

Post by Darkfox » Fri Nov 18, 2011 12:25 am

The contents of this post was deleted because of possible forum rules violation.

Darkfox
VVIP member
VVIP member
Posts: 688
Joined: Fri Jul 04, 2003 6:11 pm
Has thanked: 33 times
Been thanked: 16 times

Re: (PC) Mega Man X8 WSX/WPG

Post by Darkfox » Sun Nov 20, 2011 6:24 pm

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.

Darkfox
VVIP member
VVIP member
Posts: 688
Joined: Fri Jul 04, 2003 6:11 pm
Has thanked: 33 times
Been thanked: 16 times

Re: (PC) Mega Man X8 WSX/WPG

Post by Darkfox » Sat Nov 26, 2011 2:22 pm

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.

User avatar
howfie
double-veteran
double-veteran
Posts: 930
Joined: Fri Jul 08, 2011 12:06 pm
Location: Torrance, CA
Has thanked: 10 times
Been thanked: 270 times

Re: (PC) Mega Man X8 WSX/WPG

Post by howfie » Mon Nov 28, 2011 6:53 am

Ordered game. I'll help you take a look at this after dec. 10 if no one else does it in the meantime.

Darkfox
VVIP member
VVIP member
Posts: 688
Joined: Fri Jul 04, 2003 6:11 pm
Has thanked: 33 times
Been thanked: 16 times

Re: (PC) Mega Man X8 WSX/WPG

Post by Darkfox » Mon Nov 28, 2011 11:34 am

Oh hey, thanks! That would be very appreciated. :D

User avatar
howfie
double-veteran
double-veteran
Posts: 930
Joined: Fri Jul 08, 2011 12:06 pm
Location: Torrance, CA
Has thanked: 10 times
Been thanked: 270 times

Re: (PC) Mega Man X8 WSX/WPG

Post by howfie » Sun Dec 11, 2011 7:33 am

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.

Darkfox
VVIP member
VVIP member
Posts: 688
Joined: Fri Jul 04, 2003 6:11 pm
Has thanked: 33 times
Been thanked: 16 times

Re: (PC) Mega Man X8 WSX/WPG

Post by Darkfox » Mon Dec 12, 2011 1:28 am

Textures are in the opk folder sub-folder wrg. The wrg files are mostly raw 32-bit, but some have what seems to be colormaps and are like 8-bit textures.

User avatar
howfie
double-veteran
double-veteran
Posts: 930
Joined: Fri Jul 08, 2011 12:06 pm
Location: Torrance, CA
Has thanked: 10 times
Been thanked: 270 times

Re: (PC) Mega Man X8 WSX/WPG

Post by howfie » Tue Dec 13, 2011 3:48 pm

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.

Image

Darkfox
VVIP member
VVIP member
Posts: 688
Joined: Fri Jul 04, 2003 6:11 pm
Has thanked: 33 times
Been thanked: 16 times

Re: (PC) Mega Man X8 WSX/WPG

Post by Darkfox » Tue Dec 13, 2011 6:30 pm

Great! but what did you use to convert them? As far as I could tell, TiledGGD cannot view them properly. Only with the 32-bit ones it can.

User avatar
howfie
double-veteran
double-veteran
Posts: 930
Joined: Fri Jul 08, 2011 12:06 pm
Location: Torrance, CA
Has thanked: 10 times
Been thanked: 270 times

Re: (PC) Mega Man X8 WSX/WPG

Post by howfie » Tue Dec 13, 2011 6:39 pm

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.
You do not have the required permissions to view the files attached to this post.

finale00
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2382
Joined: Sat Apr 09, 2011 1:22 am
Has thanked: 170 times
Been thanked: 300 times

Re: (PC) Mega Man X8 WSX/WPG

Post by finale00 » Wed Dec 14, 2011 5:00 am

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

Darkfox
VVIP member
VVIP member
Posts: 688
Joined: Fri Jul 04, 2003 6:11 pm
Has thanked: 33 times
Been thanked: 16 times

Re: (PC) Mega Man X8 WSX/WPG

Post by Darkfox » Wed Dec 14, 2011 10:13 am

The contents of this post was deleted because of possible forum rules violation.

mariokart64n
ultra-veteran
ultra-veteran
Posts: 567
Joined: Sun Jun 05, 2005 12:00 pm
Location: Ontario, Canada
Has thanked: 34 times
Been thanked: 200 times

Re: (PC) Mega Man X8 WSX/WPG

Post by mariokart64n » Sat Dec 17, 2011 4:24 am

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.

Image

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

User avatar
howfie
double-veteran
double-veteran
Posts: 930
Joined: Fri Jul 08, 2011 12:06 pm
Location: Torrance, CA
Has thanked: 10 times
Been thanked: 270 times

Re: (PC) Mega Man X8 WSX/WPG

Post by howfie » Sat Dec 17, 2011 4:30 am

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?

Darkfox
VVIP member
VVIP member
Posts: 688
Joined: Fri Jul 04, 2003 6:11 pm
Has thanked: 33 times
Been thanked: 16 times

Re: (PC) Mega Man X8 WSX/WPG

Post by Darkfox » Mon Jan 02, 2012 1:08 pm

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...

Post Reply