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Joserod1980
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$40 for Help Exporting Stadiums from a ps2 game

Post by Joserod1980 »

Hi all i made this tread a few months ago i was wondering if someone could help me make a script for blender or 3dsmax for exporting this stadiums models with uv and texture data
its from a game called winning eleven 2010 its a japanese ps2 game it has around 30 - 40 stadiums but i guess if you guys make an exporter for the samples it should work with the rest
here is some sample files
http://www.mediafire.com/download/ixizw ... adiums.rar
in the rar file there is 2 files that are in .bin format each file is a different stadium im just sending 2 just in case,
inside each bin file there is textures and 3d mesh data for the stadiums
i also included a folder for each stadium this are the files that are inside the bin file i use a zlib editor
to extract them just in case you might need them, please let me know if there is something else that
you might guys may need THANKS in advance
please read all the post here and contact me if interested
Last edited by Joserod1980 on Sat Nov 07, 2015 8:31 am, edited 1 time in total.
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Re: Please Help Exporting Stadiums

Post by shakotay2 »

use TextureFinder on unknow[n]_001.str:
Toyo_stadium_11103.JPG
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Joserod1980
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Re: Please Help Exporting Stadiums

Post by Joserod1980 »

Thank you for the help but what i really really need is the 3d Data is there a way to extract to 3dsmax or blender?
Someone tried to help but he was to busy to continue he sent this note maybe it might help if you can help me

Here are notes I made about the vertexes:
XX 00 08 00 04 01 00 01 04 80 XX 68
Where XX is the number of vertexes in that subsection.
Subsection format:
{2ByteSignedIntegerVertexes,2ByteSignedIntegerNormalMaps}
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Re: Please Help Exporting Stadiums

Post by shakotay2 »

you could try to find some point clouds:
unknown_002_str.JPG
(or wait for that "someone" :) )

(From your formulae the vertex count should be 78 for this scetion but I ignored that.)

byte dump (guess that's no vertex section):
0x474
01 40 FF FF 67 66 FF FF 00 00 00 00
01 40 FF FF 67 66 FF FF 00 00 00 00
01 40 FF FF 67 66 FF FF 00 00 00 00
BA 59 FF FF 67 66 FF FF 01 A0 FF FF
BA 59 FF FF 67 66 FF FF 01 A0 FF FF
BA 59 FF FF 67 66 FF FF FF 5F 00 00
BA 59 FF FF 67 66 FF FF FF 5F 00 00
BA 59 FF FF 00 00 00 00 01 A0 FF FF
BA 59 FF FF 00 00 00 00 01 A0 FF FF
BA 59 FF FF 00 00 00 00 01 A0 FF FF
BA 59 FF FF 00 00 00 00 01 A0 FF FF
BA 59 FF FF 00 00 00 00 01 A0 FF FF
BA 59 FF FF 00 00 00 00 01 A0 FF FF
BA 59 FF FF 00 00 00 00 FF 5F 00 00
BA 59 FF FF 00 00 00 00 FF 5F 00 00
BA 59 FF FF 00 00 00 00 FF 5F 00 00
BA 59 FF FF 00 00 00 00 FF 5F 00 00
BA 59 FF FF 00 00 00 00 FF 5F 00 00
BA 59 FF FF 00 00 00 00 FF 5F 00 00
BA 59 FF FF CC 4C 00 00 01 A0 FF FF
BA 59 FF FF CC 4C 00 00 01 A0 FF FF
BA 59 FF FF CC 4C 00 00 FF 5F 00 00
BA 59 FF FF CC 4C 00 00 FF 5F 00 00
00 A0 FF FF 67 66 FF FF BA 59 FF FF
00 A0 FF FF 67 66 FF FF BA 59 FF FF
00 A0 FF FF 67 66 FF FF BA 59 FF FF
01 A0 FF FF 67 66 FF FF 46 A6 00 00
01 A0 FF FF 67 66 FF FF 46 A6 00 00
01 A0 FF FF 67 66 FF FF 46 A6 00 00
00 00 00 00 67 66 FF FF 01 40 FF FF
00 00 00 00 67 66 FF FF 01 40 FF FF
00 00 00 00 67 66 FF FF FF BF 00 00
00 00 00 00 67 66 FF FF FF BF 00 00
00 00 00 00 00 00 00 00 01 40 FF FF
00 00 00 00 00 00 00 00 01 40 FF FF
00 00 00 00 00 00 00 00 01 40 FF FF
00 00 00 00 00 00 00 00 01 40 FF FF
00 00 00 00 00 00 00 00 01 40 FF FF
00 00 00 00 00 00 00 00 01 40 FF FF
00 00 00 00 00 00 00 00 FF BF 00 00
00 00 00 00 00 00 00 00 FF BF 00 00
00 00 00 00 00 00 00 00 FF BF 00 00
00 00 00 00 00 00 00 00 FF BF 00 00
00 00 00 00 00 00 00 00 FF BF 00 00
00 00 00 00 00 00 00 00 FF BF 00 00
00 00 00 00 CC 4C 00 00 01 40 FF FF
00 00 00 00 CC 4C 00 00 01 40 FF FF
00 00 00 00 CC 4C 00 00 FF BF 00 00
00 00 00 00 CC 4C 00 00 FF BF 00 00
FF 5F 00 00 67 66 FF FF BA 59 FF FF
FF 5F 00 00 67 66 FF FF BA 59 FF FF
FF 5F 00 00 67 66 FF FF BA 59 FF FF
00 60 00 00 67 66 FF FF 46 A6 00 00
00 60 00 00 67 66 FF FF 46 A6 00 00
00 60 00 00 67 66 FF FF 46 A6 00 00
46 A6 00 00 67 66 FF FF 00 A0 FF FF
46 A6 00 00 67 66 FF FF 00 A0 FF FF
46 A6 00 00 67 66 FF FF FF 5F 00 00
46 A6 00 00 67 66 FF FF FF 5F 00 00
46 A6 00 00 00 00 00 00 00 A0 FF FF
46 A6 00 00 00 00 00 00 00 A0 FF FF
46 A6 00 00 00 00 00 00 00 A0 FF FF
46 A6 00 00 00 00 00 00 00 A0 FF FF
46 A6 00 00 00 00 00 00 00 A0 FF FF
46 A6 00 00 00 00 00 00 00 A0 FF FF
46 A6 00 00 00 00 00 00 FF 5F 00 00
46 A6 00 00 00 00 00 00 FF 5F 00 00
46 A6 00 00 00 00 00 00 FF 5F 00 00
46 A6 00 00 00 00 00 00 FF 5F 00 00
46 A6 00 00 00 00 00 00 FF 5F 00 00
46 A6 00 00 00 00 00 00 FF 5F 00 00
46 A6 00 00 CC 4C 00 00 00 A0 FF FF
46 A6 00 00 CC 4C 00 00 00 A0 FF FF
46 A6 00 00 CC 4C 00 00 FF 5F 00 00
46 A6 00 00 CC 4C 00 00 FF 5F 00 00
00 C0 00 00 67 66 FF FF 00 00 00 00
00 C0 00 00 67 66 FF FF 00 00 00 00
00 C0 00 00 67 66 FF FF 00 00 00 00
05 80 4E 69 3E F0 C1 02 00 00 8C F0
00 00 DC FB 8C F0 00 00 24 04 8C F0
00 00 DC FB B0 F4 00 00 B0 F4 8C F0
00 00 24 04 B0 F4 00 00 50 0B 00 F0
00 00 00 00 3E F0 C1 02 00 00 8C F0
00 00 DC FB B0 F4 00 00 B0 F4 00 F8
00 00 25 F2 1F F8 C1 02 5A F2 00 F0
00 00 00 00 3E F0 C1 02 00 00 8C F0
00 00 24 04 B0 F4 00 00 50 0B 00 F8
00 00 DB 0D 1F F8 C1 02 A6 0D 00 F0
00 00 00 00 00 F8 00 00 25 F2 00 F0
00 00 00 00 00 F8 00 00 DB 0D B0 F4
00 00 B0 F4 1F F8 C1 02 5A F2 DC FB
00 00 8C F0 B0 F4 00 00 50 0B 1F F8
C1 02 A6 0D DC FB 00 00 74 0F DC FB
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Joserod1980
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Re: Please Help Exporting Stadiums

Post by Joserod1980 »

i have no idea where to even start
do you think you can help me make a script for 3dsmax or blender or even export them to obj or 3ds whatever is easier for you
i can make a small donation for you help i need the 3d an uv data
Please and thanks in advance
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Re: Please Help Exporting Stadiums

Post by shakotay2 »

Joserod1980 wrote:do you think you can help me make a script for 3dsmax or blender or even export them to obj or 3ds whatever is easier for you
What does that exactly mean: "help me make a script"?
Do you know max script or blender python?

I can help people to help themselves but I don't perfom tasks/jobs.

Before you can write a script you need more infos about the model format.

You could ask the "someone" where the vertices to start because it's a little bit tedious to search for
in PS2 model files.

There's 186 findings of "000800 040100 010480" in unknow[n]_002.str.
That doesn't mean that there's 186 vertex blocks contained, does it?
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Joserod1980
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Re: Please Help Exporting Stadiums

Post by Joserod1980 »

I hope you read the part when i said that i can pay for your help i didnt mean to sound like im giving you a task
i will start learning i really hate to bother people its just that i have 0 experience i dont even know where to start
i tried before but it doesnt even start to make sense all of the hexadecimal and all the numbers
if anyone can help please let me know Thank you
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Re: Please Help Exporting Stadiums

Post by shakotay2 »

Joserod1980 wrote:I hope you read the part when i said that i can pay for your help i didnt mean to sound like im giving you a task
yeah, I know. I didn't want to sound rude. :)
But that's just a relaxing hobby for me so I don't work for money here.
i will start learning
good news. :)
its just that i have 0 experience i dont even know where to start
i tried before but it doesnt even start to make sense all of the hexadecimal and all the numbers
You could try out the tutorial (button 'tut') of hex2obj (view link in my sig).

(Maybe you can request the above mentioned vertex start addresses?)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Please Help Exporting Stadiums

Post by Joserod1980 »

this is the message he sent me

Image

vertexes start at every occurence of \x00\x08\x00\x04\x01\x00\x01\x04\x80
There will be multiple ones in a file.
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Re: Please Help Exporting Stadiums

Post by shakotay2 »

I get something similar when loading the obj files (without face indices):
Toyota_map.JPG
It's a plane, yes. But this shall be a map? Really?
You do not have the required permissions to view the files attached to this post.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Joserod1980
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Re: Please Help Exporting Stadiums

Post by Joserod1980 »

this is yamaha stadium i think it looks a little like the pic i posted but it looks imcomplete
Image
i think you are doing toyota this is what it look in the game
Image

in the pc game the stadium was divided in parts up down left and right to hide the part when it was not visible
during gameplay im not sure if maybe its divided in more of the unknow files
Thank again for your help
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Re: Please Help Exporting Stadiums

Post by Joserod1980 »

i almost forgot let me show you this i use the export obj function on the pcsx2 emulator but the model come really stretch out with perspective thats why i couldnt use it
maybe this pic might help visualize the points you extracted i think its so many points because of all the meshes use for the crowd textures in this pics the yellow lines
are the stadium and all the other triangles are the crowd meshes
Image
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Re: Please Help Exporting Stadiums

Post by shakotay2 »

not sure whether "someone's" suggested format is correct.
I tried it like this (one obj file only) and it looks more interesting (not flat, 3 dimensions):
mesh_format.JPG
Sadly I don't have the time to do further investigations.
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Joserod1980
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Re: Please Help Exporting Stadiums

Post by Joserod1980 »

WOW thats really great but this is what happen last time the guy helping me he didnt have time anymore
and like this time when i was getting really excited to finally have this stadiums :(
can you please share what you use to transfer the complete stadium to blender even just the points
maybe i can still do something from them
hopefully if you later have time you can help me finish please Thank you for everything
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Re: Please Help Exporting Stadiums

Post by shakotay2 »

Joserod1980 wrote:WOW thats really great
well, it's not better than before:
Yamaha_notBetterThanBefore.JPG
can you please share what you use to transfer the complete stadium
(as you can see above it doesn't look like a stadium) I used plain "c" such like this:

Code: Select all

	for (l=0;l<88;l++) {				//
		fprintf( stream, "v ") ;
		for (k=0;k<3;k++) {
			for (i=0;i<2;i++) {									// 1x Word
				nValue[i] = (*pFBuf & 255) ; pFBuf++ ; j++ ;							
			}			
            lPosXYZ= nValue[0] + nValue[1]*256 ;
            if (lPosXYZ>32767) lPosXYZ -= 65536;
			fprintf( stream, "%f ", lPosXYZ/32767.0) ;
			pFBuf += 2 ; j += 2 ;
		}				
		fprintf( stream, "\n") ;
	}
I could include it into the Make_H2O project (viewtopic.php?f=29&t=12756).
It's not required to read/understand the crash course
but you'll need to know "C" to make senseful use of the above code.
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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