I always knew that it will be easy to read storyboards and then link everything from it. Actually my goal was to find out, was it possible to dump models and textures without that. Also I've been asked to get character models only, and their textures are always in one package with the model and there's no problem to find them.Loomy wrote:all with properly linked & referenced textures -> unlike dumperTool on facepunch.
Heavy Rain Tool
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Re: Heavy Rain Tool
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Re: Heavy Rain Tool
Are u perhaps planning update anytime in future ? would be much appreciated and super useful for the bigger mesh collections, with some hundred textures to manually applydaemon1 wrote:I always knew that it will be easy to read storyboards and then link everything from it. Actually my goal was to find out, was it possible to dump models and textures without that. Also I've been asked to get character models only, and their textures are always in one package with the model and there's no problem to find them.Loomy wrote:all with properly linked & referenced textures -> unlike dumperTool on facepunch.


im trying to write some fixer script, or material list, issue is multiple textures per meshpart, so cant name them according to that, & detecting type of tex, norm/diff/bmp etc. Im guessing its defined somewhere later in same shader block. though is not issue or priority for me atm,
right now wracking my brain trying to make sense of animation data ^^. motion kits though seem a bit more straight forward.
BTW on sidenote: Are some of HR mesh vertex info stored as ushort (vsize 9 / 15) ? just seemed odd, but i might be doing it wrong.
Cheers
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Re: Heavy Rain Tool
My time is limited. And I prefer to make basic tools for 10 games, rather than one fully complete and user friendly GUI tool for 1 game in the same period of time. I usually only do tools for games in hard cases, when nobody else can do it. In case of B2S the 2 possible problems were textures and edge-compressed faces. Textures appeared to be just variations of JPG and HR is using DDS. And now when PS4 exploit is public, better quality B2S textures are available, and edge compression is not needed.Loomy wrote:Are u perhaps planning update anytime in future ?
So to conclude, if after some months you will still not be able to achieve what you want, I can return to quantic dream stuff and do something with it

I have no idea what is vsize 9 / 15, but yes, some mesh vertex coordinates were shorts (not ushorts)Loomy wrote:BTW on sidenote: Are some of HR mesh vertex info stored as ushort (vsize 9 / 15) ?
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Re: Heavy Rain Tool
small progress (if u can call it that) on anim research,
Im focusing on Motion Kits (Graph animation, default motions -> idle, walk, turn, etc. controller based motions - a bit different to actual movie or sequence based animation, & streamable keyframe anim blocks - however these gmk motions / anims do each reference an external ANIMDATA, block, of which seem compressed or bitpacked somehow,
each gmk_anim container is specific to a character (or generic for crowds / standard male female) and in this example has 42 inner blocks.. idk if each is a different motion / specific to bone(s) or time / references to actual animdata blocks. But take a look, hoping someone more clued up can share some insights. could these GMK blocks be some kind of skeletal pose/ Spline IK, or graph (hands , feet, etc). dont see any kind of rotation info, just position xyz over X keyframes / time.
Attempted to mapped one such block to an HR skel, (feet) and much to my surprise, it would appear to be some kind of Walking motion.
Bear in mind, i likely attached it to wrong nodes, and the skel itself is possibly scaled down, and the rotation & offset of parent bones affect the result (ie: feet point outward in standing state, thus by animating toes, path of each foot widens over time. Using root node for anim, it does indeed go straight, but linking both it seem this might just be offsets for knees or leg bone(s).
What is the data ive marked as weights ? it was best guess, but those values strike me as being weight or constraint the 4xdw that follow, could be locks, or bone hierarchy, matrix, or very likely BoneID Refs.
.
The flags data, one byte per vector Position transform (3f) that follows after, always 0 / 3 / 12 / 15. some blocks are all 15. wild guess is talking to timescale per frame, or weight strength / vertices affected, from what ive noticed, with footstep anim, when feet in air, flag is 0 or 3, as it makes contact with ground, or slows down, value goes up to 12..
after that, 2 sets of Transform tracks (keyframe'd Pos (3f xyz). seems to be for mirrored / opposing body parts running in parallel
Demo Video of this walk anim :- https://www.youtube.com/watch?v=F__Z-hU57Y0
gmk block data :-

.
Im focusing on Motion Kits (Graph animation, default motions -> idle, walk, turn, etc. controller based motions - a bit different to actual movie or sequence based animation, & streamable keyframe anim blocks - however these gmk motions / anims do each reference an external ANIMDATA, block, of which seem compressed or bitpacked somehow,
each gmk_anim container is specific to a character (or generic for crowds / standard male female) and in this example has 42 inner blocks.. idk if each is a different motion / specific to bone(s) or time / references to actual animdata blocks. But take a look, hoping someone more clued up can share some insights. could these GMK blocks be some kind of skeletal pose/ Spline IK, or graph (hands , feet, etc). dont see any kind of rotation info, just position xyz over X keyframes / time.
Attempted to mapped one such block to an HR skel, (feet) and much to my surprise, it would appear to be some kind of Walking motion.
Bear in mind, i likely attached it to wrong nodes, and the skel itself is possibly scaled down, and the rotation & offset of parent bones affect the result (ie: feet point outward in standing state, thus by animating toes, path of each foot widens over time. Using root node for anim, it does indeed go straight, but linking both it seem this might just be offsets for knees or leg bone(s).
What is the data ive marked as weights ? it was best guess, but those values strike me as being weight or constraint the 4xdw that follow, could be locks, or bone hierarchy, matrix, or very likely BoneID Refs.
.
The flags data, one byte per vector Position transform (3f) that follows after, always 0 / 3 / 12 / 15. some blocks are all 15. wild guess is talking to timescale per frame, or weight strength / vertices affected, from what ive noticed, with footstep anim, when feet in air, flag is 0 or 3, as it makes contact with ground, or slows down, value goes up to 12..
after that, 2 sets of Transform tracks (keyframe'd Pos (3f xyz). seems to be for mirrored / opposing body parts running in parallel
Demo Video of this walk anim :- https://www.youtube.com/watch?v=F__Z-hU57Y0
gmk block data :-

.
Last edited by Loomy on Thu Jan 04, 2018 7:58 pm, edited 3 times in total.
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Re: Heavy Rain Tool
AnimData blocks are truly confusing. For example the animblocks tied to MoKits above have similar index sizes, but the data itself is majority FFFFFFFF and 7F7FFFFF sprawled with few floats inbetween, always starting with 0x1500 or 0x15 BE. if i had to split block by index it come to around 30 bytes . im thinking bit compression maybe.
Or something like is shown here:- on compression formats
https://docs.unrealengine.com/udk/Three ... Guide.html
if anyone keen to know more or look into it i can send some samples with notes.
CHeers
Or something like is shown here:- on compression formats
https://docs.unrealengine.com/udk/Three ... Guide.html
if anyone keen to know more or look into it i can send some samples with notes.
CHeers
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Re: Heavy Rain Tool
Animation is usually bit compressed. After all 7 or 8 different animation engines I reversed (and each of them was used in a number of games with different changes) I can say its most useless part of the game data. Its fun to look at the animations extracted, but I hardly remember anyone really used that afterwards.
Its usually possible to understand the data layout. The only problematic thing may be coding of rotations. But as far as i know, PS3 SDK covers that.
Its usually possible to understand the data layout. The only problematic thing may be coding of rotations. But as far as i know, PS3 SDK covers that.
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Re: Heavy Rain Tool
What about ps4 version? Does it work with it? I was able to extract segm files with daemon tools but when im trying to extract segm files i just get empty smd and ascii models. Also will you add support in future for Fahrenheit:Indigo Prophecy? I also dont understand how do i need to set engine.json file,my generated engine.json file is empty.
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Re: Heavy Rain Tool
ps4 is very different from ps3. no wonder its not workingdropoff wrote:What about ps4 version?
Re: Heavy Rain Tool
Any updates on this tool or animations?
There are indeed people like me out there who would really love to get our hands on some of the great mocap in this game.
There are indeed people like me out there who would really love to get our hands on some of the great mocap in this game.
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Update!
So, after quite a long while, finally an update!
https://youtu.be/CzwgLBceaZk
There's been quite a lot of progress, but in a nutshell, here's what's new:
Sorry for the lag in the video, it's the OBS encoding not keeping up
https://youtu.be/CzwgLBceaZk
There's been quite a lot of progress, but in a nutshell, here's what's new:
- Models
- SceneGraph parsing
- Lua engine
- Sequence/Movie parsing and playback engine
- Whole new graphics rendering engine written in Java
Sorry for the lag in the video, it's the OBS encoding not keeping up
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