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Dark Souls FLV file

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finale00
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Re: Dark Souls FLV file

Post by finale00 » Sun Feb 26, 2012 12:08 am

I don't know what the function actually does when it's drawing the faces. I just pass in the the index buffer and hope it works out lol.

So it's hard to trace where the problem might be coming from (vertices are wrong? Faces are wrong?)
Or maybe if the model just looks like that in-game lol

Maybe if there was something more obvious...

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hatyn
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Re: Dark Souls FLV file

Post by hatyn » Sun Feb 26, 2012 10:38 am

You are right, it could very well be like this in the game..The vertices look wrong in the areas I pointed out, but maybe they are made like that on purpose. For example if its some fake, texture lighting effects or something. I will look around more :]

In any case you are a mega boss finale.

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Re: Dark Souls FLV file

Post by Phrexeus » Sun Feb 26, 2012 1:19 pm

I've noticed that most if not all of the models display flipped, as in right-left flipped. Seems to be the same for hatyn's ornstein pics holding the spear in the left hand.

I'm going to dig into the script later and see what i can do. Maybe getting textures to display won't be too hard. And batch exporting will be almost essential for what I want to do, so i'll have to look into that.

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Re: Dark Souls FLV file

Post by vlad001 » Mon Feb 27, 2012 12:47 pm

made some progress with texturing and rendering:
http://i.imgur.com/G4Jfl.jpg
http://i.imgur.com/OQOPo.jpg
the FLVs do reference textures; also TPF's store their name inside so matching them was easy in the end. UV's were a bit tricky. i try to make some sort of map but there are a lot of models which are not used in game. hoping now to find some map-meta information.
fs1.png
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Re: Dark Souls FLV file

Post by vlad001 » Tue Feb 28, 2012 3:20 pm

progress! finally deciphered map information: the NEO's contain information about map-, character-, and object-models and their instances. rendering has still some bugs because it seems i don't fully understand the meaning of the vertex attributes.

also transformations of individual instances seem to be a bit off sometimes (last image, barrels).

http://imgur.com/a/ie5um

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Re: Dark Souls FLV file

Post by finale00 » Tue Feb 28, 2012 5:18 pm

So a map basically defines where all of the objects should be loaded and stuff?

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Re: Dark Souls FLV file

Post by vlad001 » Tue Feb 28, 2012 5:44 pm

finale00 wrote:So a map basically defines where all of the objects should be loaded and stuff?
yes, if by map you mean the neo-files.

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Re: Dark Souls FLV file

Post by Phrexeus » Tue Feb 28, 2012 6:37 pm

@vlad Oh dude, you're like 10 steps ahead of me. I'm also trying to load map sections. You have UVs, textures, models loading in the right position and automated loading of big sections of the map?

Where did you find the world textures, as far as I know they are in the .bdf archives is that right? And if so do you have a script to unpack them? Right now I only have chrrox's script to get into the .bnd's which seem to contain almost no world textures.

Are you going to share the import script you are using, if not at least give more details so the rest of us can learn from what you are doing? Really awesome to see it coming this far.

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Re: Dark Souls FLV file

Post by vlad001 » Tue Feb 28, 2012 6:58 pm

Phrexeus wrote:@vlad Oh dude, you're like 10 steps ahead of me. I'm also trying to load map sections. You have UVs, textures, models loading in the right position and automated loading of big sections of the map?
pretty much although i'm not certain on some semantics of vertex attributes (like UVs for second diffuse texture, bumpmaps, lightmaps, ...)
Phrexeus wrote:Where did you find the world textures, as far as I know they are in the .bdf archives is that right? And if so do you have a script to unpack them? Right now I only have chrrox's script to get into the .bnd's which seem to contain almost no world textures.
extracting the files from the .bdf's is easy, the hard part is figuring out their names, which are stored in in the .bhf's. the first thing i did was matching .bhf's to .bdf's. i don't have a script, i coded all in c#.
Phrexeus wrote:Are you going to share the import script you are using, if not at least give more details so the rest of us can learn from what you are doing? Really awesome to see it coming this far.
'course i share all this stuff. problem is ... how? i could share (most of) my c# code for parsing FLVs, BHF/BDFs, TPFs and NEOs. also the vertex and fragment-shaders (GLSL) i use for rendering.

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Re: Dark Souls FLV file

Post by finale00 » Tue Feb 28, 2012 7:05 pm

Any repository would probably work. github, google projects, ...

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Re: Dark Souls FLV file

Post by hatyn » Tue Feb 28, 2012 10:14 pm

so basically the PC port is 25% completed

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Re: Dark Souls FLV file

Post by vlad001 » Tue Feb 28, 2012 10:26 pm

ok here it is: https://code.google.com/p/dkstools/

a command line program is included to extract the bdf/bhf's; i hope it's self-explanatory enough.
also are included parsers for flv, tpf, and neos. information on UVs and texture types are following ...

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Re: Dark Souls FLV file

Post by finale00 » Wed Feb 29, 2012 12:09 am

Samples for these other files would be great.

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Re: Dark Souls FLV file

Post by Phrexeus » Wed Feb 29, 2012 3:31 pm

vlad001 wrote:ok here it is: https://code.google.com/p/dkstools/

a command line program is included to extract the bdf/bhf's; i hope it's self-explanatory enough.
also are included parsers for flv, tpf, and neos. information on UVs and texture types are following ...
Thanks for this! I now have the files extracted using dksextr. Can the flver project be used in it's current state? Because right now I'm not sure how to get it to run.

*edit* Also is the extractor supposed to extract everything, or just world textures? Because I can't see characters, weapons, monsters etc. Also no .flv or .flver were extracted.

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Re: Dark Souls FLV file

Post by vlad001 » Wed Feb 29, 2012 6:15 pm

Phrexeus wrote:Can the flver project be used in it's current state? Because right now I'm not sure how to get it to run.
in its current form it is not usable by itself. you can parse files and have the data in structured form, that's it. for example, use FLVParser to parse some flv then you can access geometry data, uv's, ... through the the FLVParser's member variables (e.g. Meshes, Materials, ...). if you tell me what you want to do with the data maybe i could (help you) write some exporter or so.
Phrexeus wrote:*edit* Also is the extractor supposed to extract everything, or just world textures? Because I can't see characters, weapons, monsters etc. Also no .flv or .flver were extracted.
the bdf's only contain havok files and tpf's, so yes it extracts everything from the bdf's.
i think the flv's can be directly extracted from the dvdbnd0.bdt/bhd5 (or similar); there is a quickbms-script from chrrox which does that.

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