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Star Ocean 3 models?

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o0DemonBoy0o
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Star Ocean 3 models?

Post by o0DemonBoy0o » Fri Apr 13, 2012 1:21 pm

Hello, I have been trying to rip model from Star Ocean 3. After some research I have found a tool to extract the files from the iso which gave me files like pk1, pk2, pk3, slz, and so on. After that I have found another tool to extract files from the slz files, but i'm not really sure where to go from there..
I'm pretty sure that the models can be extracted because of this link.
any help on the subject is much appreciated.
Last edited by o0DemonBoy0o on Fri Apr 13, 2012 8:16 pm, edited 1 time in total.

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Re: Star Ocean 3 models?

Post by Privateer » Fri Apr 13, 2012 3:26 pm

Read the rules here did you?
:roll:
Give a man a fish and he'll eat for a day.
Try to teach a man to fish and he'll gripe at you for not just giving him the Damn Fish!

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Re: Star Ocean 3 models?

Post by o0DemonBoy0o » Fri Apr 13, 2012 8:19 pm

I did red the rules. Guessed I missed the part about the linking.
Sorry about that.
It would be awesome If I can still get help with the models.

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Re: Star Ocean 3 models?

Post by finale00 » Fri Apr 13, 2012 11:44 pm

Yes, you can extract the models if you follow their instructions, which they don't seem to have provided.

I personally never looked into how to extract models by copying hex code into a *word document* or whatever, but it gets you the faces.

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Re: Star Ocean 3 models?

Post by o0DemonBoy0o » Sat Apr 14, 2012 2:23 am

Well that's what I have been trying to do but I'm not entirely sure how.
Just a way to get a mesh like in the link will be enough.

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Re: Star Ocean 3 models?

Post by TheDude » Mon Oct 08, 2012 7:21 pm

The tri-strips are explicitly stated right before every object!
What Luck!

What's crazy is, there's objects composed of tri-strips like
"04 03 04 03 03 03 03 03 03 03 03 03 03".
So with the degenerate triangles removed to delineate the tri-strips you're left with
"02 01 02 01 01 01 01 01 01 01 01 01 01",i.e., 11 of the 13 tri-strips consist of only a single triangle! :eek:
Seems like this would be rather inefficient.
(don't even get me started on "03 03 03 03 03 03 03 03 03" :? )

Image

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Re: Star Ocean 3 models?

Post by fatduck » Mon Oct 08, 2012 8:19 pm

I didn't look at this game. But from what your picture show, that indices "03 03 05 03 07 07 05 06 04" is how many vertices for a single strip!
What that means is:
3: [1,2,3]
3: [4,5,6]
5: [7,8,9,10,11]
3: [12,13,14]
7: [15,16,17,18,19,20,21]
...

But "02 01 02 01 01 01 01 01 01 01 01 01 01" sound ridiculous!?
No more Fatduck, no more FatImporter, Byebye everyone!

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Re: Star Ocean 3 models?

Post by TheDude » Tue Oct 09, 2012 1:01 am

Yes. I was going by faces instead of vertices, but it amounts to the same thing.
I have a strange (usually backwards) way of visualizing things. :oops:
Anyway, here's that "ridiculous" object. 16 objects like this make Sophia's head.
Are the PS2 models made from many small objects because of the VU's memory limitations?
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Re: Star Ocean 3 models?

Post by fatduck » Tue Oct 09, 2012 7:27 am

It's the skinning problem! see this reference: http://www.gamasutra.com/view/feature/1 ... zation.php
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Re: Star Ocean 3 models?

Post by TheDude » Tue Oct 09, 2012 5:10 pm

Well to paraphrase Dark Force over at http://superfamicom.org/translations/in ... an-english;
...damn this format is evil. The Dude will now be recuperating from Star Ocean-induced injuries.

Here's the utilities and importer: https://app.box.com/s/q1cnoiwi9nfs50777owl

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Last edited by TheDude on Tue Sep 30, 2014 10:38 pm, edited 1 time in total.

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Re: Star Ocean 3 models?

Post by soneek » Sun Jan 06, 2013 10:06 pm

TheDude wrote:Well to paraphrase Dark Force over at http://superfamicom.org/translations/in ... an-english;
...damn this format is evil. The Dude will now be recuperating from Star Ocean-induced injuries.
I love you (no homo). I have Valkyrie Profile 2. I can test your maxscript out on that game since it's the same developer. I'm expecting it to fail, but I'll report back results after I give it a shot.

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Re: Star Ocean 3 models?

Post by TheDude » Mon Jan 07, 2013 3:57 am

soneek wrote:
TheDude wrote:Well to paraphrase Dark Force over at http://superfamicom.org/translations/in ... an-english;
...damn this format is evil. The Dude will now be recuperating from Star Ocean-induced injuries.
I love you (no homo). I have Valkyrie Profile 2. I can test your maxscript out on that game since it's the same developer. I'm expecting it to fail, but I'll report back results after I give it a shot.
I only looked at one file from VP2 (Lenneth), but the format was exactly the same. I tested a few Radiata Stories models as well, and they mostly worked. The RS models are more dependent on the skeleton than SO3 so don't expect people to always be in one piece. :lol:

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Re: Star Ocean 3 models?

Post by soneek » Mon Jan 07, 2013 12:26 pm

TheDude wrote: I only looked at one file from VP2 (Lenneth), but the format was exactly the same.
Do you remember which file it was for Lenneth's model?

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Re: Star Ocean 3 models?

Post by TheDude » Mon Jan 07, 2013 4:37 pm

You'll have to ask Satoh; I don't remember what he sent me. :(

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Re: Star Ocean 3 models?

Post by UltimateSora » Mon Jan 07, 2013 4:59 pm

So you got some of the RS models to work, How? I've tried to extract models from the kod, pk3 and slz using the quickbms scripts you posted and I only get errors or empty files. :|

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