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Initial D Extreme Stage [PS3]

Post questions about game models here, or help out others!
guki
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Re: Initial D Extreme Stage [PS3]

Post by guki » Wed Jan 08, 2020 12:32 am

sorry for the double post but i managed to fix the body mesh

the face indices sector starting at ab6b was split into two parts - those parts are using the offset vertices starts + using a different fvf size

first one is the underbody backfacing stuff

0xAB6B 1539
12 99
0xFC9 855
+++++++++++
0xB771 898
36 99
0x4A991 726

second one is the doorseam mesh

https://imgur.com/a/2myeQpq

yet i cant tell if the mapping is right - but for me the meshes are enough :D

maybe someone is able to update blackracers script for noesis to make this a bit easier

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shakotay2
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Re: Initial D Extreme Stage [PS3]

Post by shakotay2 » Wed Jan 08, 2020 4:24 pm

Until someone updates the script you might use Make_obj-efo as a helper tool for getting some params.
(Not perfect, so don't blame me in case...)
.
Make_obj-efo.zip
Problem with JZA80C_Window_genuine_00.efo for example, vertex counts do not match
(Point cloud using the lower count looks ok, though.)

submeshNo FIaddr [blocksize] FIcount
0. 0xe74 [4] 0
1. 0x7146 [3446] 1721 -> vCount= 889, from FIs

vStart at 0x8776, vCount: 292, FVFsize: 36 )
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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."

guki
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Re: Initial D Extreme Stage [PS3]

Post by guki » Thu Jan 09, 2020 12:30 am

Thanks again shakotay :)

Uv position seems to be 28, but some parts are not even mapped.

https://imgur.com/a/e5qkKOJ

Still need to do the aftermarket rims but the first car is done. Some errors here and there but looks good overall

They do have some decent bodykits in this game, need to check out the other cars as well :D

guki
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Re: Initial D Extreme Stage [PS3]

Post by guki » Wed Jan 15, 2020 7:49 pm

https://mega.nz/#!1j51kIwC!wwxab4f0xeH2 ... wQ_2vhqkvo

If anyone is interested, these are the object startpoints of all supra meshes

I may missed a few bytes - for example the body mesh contains two false faces (start of another sub mesh)

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