Page 2 of 5

Re: [Request] Ratchet & Clank HD collection models

Posted: Mon Sep 16, 2013 11:34 pm
by o0DemonBoy0o
shakotay2 wrote:keep cool - things take time:
Image
Yeah I know, sorry about that. I was hoping someone could find a way to get the models with a bms script or some kind of program rather than having to do it manually.
That's some good work right there though. I appreciate it shakotay2.

Re: [Request] Ratchet & Clank HD collection models

Posted: Tue Sep 17, 2013 12:23 am
by cra0
shakotay2 wrote:keep cool - things take time:
Image
Can you share a little bit more info on the format. Great work man!!!

I'm writting a tool to extract the streaming archives the image info is apparently stored in the .ps3 files along with the model data. No idea about the big texture packs though header seems different.

-EDIT-
ok completely figured out the texture streaming format :keke:

Re: [Request] Ratchet & Clank HD collection models

Posted: Tue Sep 17, 2013 2:37 pm
by shakotay2
o0DemonBoy0o wrote:I was hoping someone could find a way to get the models with a bms script or some kind of program rather than having to do it manually.
I like to repeat:
while it's often easy to do it for a single model it can be very time consuming to get a universal solution.

That's the reason why some coders (like me) bother creating a program.
An intermediate solution would be to let the user chose between params in the program.
(Means leaving some efforts to the user.)
But many user can't handle that - they just want the universal solution. :D

I'm working on a version that can handle your armors at least. But from armor6 on it's required
to use a damned param what I'm tired to acquire automatically:
Image
cra0 wrote:Can you share a little bit more info on the format. Great work man!!!
Thx - (it would be great if I had a universal solution, though :cry: ).

For wrench2.ps3 the format is very simple:
Image
All values big endian!
DWORD verts start, DWORD face indices start (there: 3 uint16 f1,f2,f3)
From 0x80 (verts block start): 3 floats x,y,z vertices - 3 floats normals - 2 floats texture coords x,y
2 DWORDs to skip

edit: 045C is the vertices count

Re: [Request] Ratchet & Clank HD collection models

Posted: Tue Sep 17, 2013 3:34 pm
by cra0
shakotay2 wrote:
o0DemonBoy0o wrote:I was hoping someone could find a way to get the models with a bms script or some kind of program rather than having to do it manually.
I like to repeat:
while it's often easy to do it for a single model it can be very time consuming to get a universal solution.

That's the reason why some coders (like me) bother creating a program.
An intermediate solution would be to let the user chose between params in the program.
(Means leaving some efforts to the user.)
But many user can't handle that - they just want the universal solution. :D

I'm working on a version that can handle your armors at least. But from armor6 on it's required
to use a damned param what I'm tired to acquire automatically:
Image
cra0 wrote:Can you share a little bit more info on the format. Great work man!!!
Thx - (it would be great if I had a universal solution, though :cry: ).

For wrench2.ps3 the format is very simple:
Image
All values big endian!
DWORD verts start, DWORD face indices start (there: 3 uint16 f1,f2,f3)
From 0x80 (verts block start): 3 floats x,y,z vertices - 3 floats normals - 2 floats texture coords x,y
2 DWORDs to skip

edit: 045C is the vertices count

Universal solution tell me about it man there are like 5 different types of texture archives I have come across [roll] doing checks for each one hopefully I don't see any more differences. Thanks for that info your doing a great job!

Re: [Request] Ratchet & Clank HD collection models

Posted: Tue Sep 17, 2013 5:32 pm
by shakotay2
This is a tiny mesh exporter for some models:
http://www.uploadmb.com/dw.php?id=1379435242

(Seems to get the "wrong" model from nefariousmobyload2.ps3
as there seem to be several models contained in some ps3 files.)

edit: last version to be found here:
viewtopic.php?f=16&t=10788

Re: [Request] Ratchet & Clank HD collection models

Posted: Tue Sep 17, 2013 6:24 pm
by o0DemonBoy0o
Awesome. Your program seems to work on most, if not all, the armor files and some of the mobyload files. It seems to hate files with multiple models in them, though that's fine.

Thanks again Shakotay.

Re: [Request] Ratchet & Clank HD collection models

Posted: Wed Sep 18, 2013 10:30 am
by shakotay2

Re: [Request] Ratchet & Clank HD collection models

Posted: Wed Sep 18, 2013 10:58 am
by cra0
shakotay2 wrote:Image

wavefront obj
http://www.uploadmb.com/dw.php?id=1379496368

I get an error importing the decompiled obj in 3ds max says invalid vert list. It opens in Noesis however the smoothing and faces are completely broken ;(

Re: [Request] Ratchet & Clank HD collection models

Posted: Wed Sep 18, 2013 11:27 am
by shakotay2
cra0 wrote:I get an error importing the decompiled obj in 3ds max says invalid vert list.
With blender 2.66 there is no such error. I can't fix this if you can't specify the error.
It opens in Noesis however the smoothing and faces are completely broken ;(
The smoothing prob is present in blender, too. But I didn't change anything in the data. It's just presented as it is in the files:
f 1 2 3
f 2 3 4
f 3 4 5

it may vary like this:
f 73 74 75
f 74 75 76
f 75 76 61
f 76 61 62
f 77 78 79

i.e. there's some kind of break in the continous face indices sequence
in the last three faces.

First I was thinking of tri strips but seems it's not.

edit: in Noesis you can simply press F4 (toggle face cull) and then File Export from preview

Re: [Request] Ratchet & Clank HD collection models

Posted: Wed Sep 18, 2013 12:33 pm
by o0DemonBoy0o
shakotay2 wrote:Image

wavefront obj
http://www.uploadmb.com/dw.php?id=1379496368

The model is actually easier to use without the UV overlap. The model uses two textures and it's easier for me to separate the mesh when the two uv maps are separate, but that may just be me.

Your program is pretty great. Fiddling around with a hex editor I got it to export models when it said it couldn't although it's usually missing a couple faces.

Image

Re: [Request] Ratchet & Clank HD collection models

Posted: Wed Sep 18, 2013 12:39 pm
by shakotay2
o0DemonBoy0o wrote:The model is actually easier to use without the UV overlap. The model uses two textures and it's easier for me to separate the mesh when the two uv maps are separate, but that may just be me.
Nice to hear. Could you upload the two textures for the nefariousmobyload2.ps3, please?

btw: which 3D program do you use for displaying the objs?

Re: [Request] Ratchet & Clank HD collection models

Posted: Wed Sep 18, 2013 1:06 pm
by cra0
shakotay2 wrote:
cra0 wrote:I get an error importing the decompiled obj in 3ds max says invalid vert list.
With blender 2.66 there is no such error. I can't fix this if you can't specify the error.
It opens in Noesis however the smoothing and faces are completely broken ;(
The smoothing prob is present in blender, too. But I didn't change anything in the data. It's just presented as it is in the files:
f 1 2 3
f 2 3 4
f 3 4 5

it may vary like this:
f 73 74 75
f 74 75 76
f 75 76 61
f 76 61 62
f 77 78 79

i.e. there's some kind of break in the continous face indices sequence
in the last three faces.

First I was thinking of tri strips but seems it's not.

edit: in Noesis you can simply press F4 (toggle face cull) and then File Export from preview
Ah yeah that works I'm playing around with the format myself too see why its doing that

btw parsed all the texture structures
Image

Re: [Request] Ratchet & Clank HD collection models

Posted: Wed Sep 18, 2013 1:10 pm
by o0DemonBoy0o
shakotay2 wrote:Nice to hear. Could you upload the two textures for the nefariousmobyload2.ps3, please?

btw: which 3D program do you use for displaying the objs?
sure
Image
Image

For the picture above? I used noesis. I use it to make sure the models came out ok before editing them in 3ds max.
Also nefariousmobyload2 is actually supposed to be named just mobyload2 in case you didn't know. I had a few of them in a folder and i renamed them to tell them apart.
cra0 wrote: Ah yeah that works I'm playing around with the format myself too see why its doing that

btw parsed all the texture structures
Image
Nice. Does it work with the engine.vram files?

Re: [Request] Ratchet & Clank HD collection models

Posted: Wed Sep 18, 2013 1:35 pm
by cra0
o0DemonBoy0o wrote:
shakotay2 wrote:Nice to hear. Could you upload the two textures for the nefariousmobyload2.ps3, please?

btw: which 3D program do you use for displaying the objs?
sure
Image
Image

For the picture above? I used noesis. I use it to make sure the models came out ok before editing them in 3ds max.
Also nefariousmobyload2 is actually supposed to be named just mobyload2 in case you didn't know. I had a few of them in a folder and i renamed them to tell them apart.
cra0 wrote: Ah yeah that works I'm playing around with the format myself too see why its doing that

btw parsed all the texture structures
Image
Nice. Does it work with the engine.vram files?
yeah wad0.vram etc also works

Re: [Request] Ratchet & Clank HD collection models

Posted: Wed Sep 18, 2013 2:19 pm
by shakotay2
o0DemonBoy0o wrote:
shakotay2 wrote:Nice to hear. Could you upload the two textures for the nefariousmobyload2.ps3, please?
sure
Thx! :)
Well, in blender's texture paint view it doesn't look very nice. :cry:
But I didn't find the "face culling button" in blender so far...