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Phantasy Star Online 3d models

Posted: Mon Jun 13, 2016 11:21 pm
by super12
hello guys i need urgently to PSO2 models especially the boss that are very beautiful. With noesis, if they do not update the plugin, is not possible to take the models instead with hex2obj, do not know if i am me, but the models are all except the meshes. Do you know if there are other methods?

Sorry my english.

Re: Phantasy Star Online 3d models

Posted: Tue Jun 14, 2016 5:56 am
by shakotay2
super12 wrote:Do you know if there are other methods?
using hex2obj is the fastest and simplest method I could think of (for simple models at least).

All other methods require (to my knowledge) a more or less deeper analysis of the 3D model format in question.

Using hex2obj you'll gain results within 15 minutes for most simple models (some experience required, though).

Anyway, upload or pm a model sample, please.

Re: Phantasy Star Online 3d models

Posted: Tue Jun 14, 2016 7:02 am
by godskin
shakotay2 wrote:
super12 wrote:Do you know if there are other methods?
using hex2obj is the fastest and simplest method I could think of (for simple models at least).

All other methods require (to my knowledge) a more or less deeper analysis of the 3D model format in question.

Using hex2obj you'll gain results within 15 minutes for most simple models (some experience required, though).

Anyway, upload or pm a model sample, please.
Kritika online PC Version 2016
u have unpack tools ?

Re: Phantasy Star Online 3d models

Posted: Tue Jun 14, 2016 1:58 pm
by super12
I want this mob ( en_boss_spider_l1 ) in 3d but here is how it is with hex2obj:

Re: Phantasy Star Online 3d models

Posted: Tue Jun 14, 2016 2:37 pm
by shakotay2
how do you think should anyone help just seeing this picture?
The model file is required. I don't have it!

Re: Phantasy Star Online 3d models

Posted: Tue Jun 14, 2016 10:46 pm
by super12

Re: Phantasy Star Online 3d models

Posted: Wed Jun 15, 2016 6:56 pm
by shakotay2
start of face indices (FIs): 0x1628D4, first submesh (1. SM)

There's 5 other starting points of FIs: 16B2E4, 16F124 etc.

1 SM, size of FI block: 0x16B2E4 - 1628D4: 0x8A10= 35344 dec.
-18 bytes= 35326
/2 -> 17663 face indices

start of vertices: 0x294

FVFsize: 76 (offset between the 12 zero bytes sequences)
en_boss_spider_l1-aqo.JPG

Re: Phantasy Star Online 3d models

Posted: Wed Jun 15, 2016 10:14 pm
by super12
Omg How did you do? Please teach me I just can not I also tried to follow the guides but there parts where I do not understand. Some way to speak directly? xD

Re: Phantasy Star Online 3d models

Posted: Wed Jun 15, 2016 10:24 pm
by shakotay2
super12 wrote:Please teach me I just can not I also tried to follow the guides but there parts where I do not understand.
As I wrote, I'm not a personal trainer, sry.
Read the tutorial again, exercise the example.
Tell, <what> you've tried and <where> you get stuck.

There is no way around to read and learn, learn and read.

There's also dozens of examples in this forum for other 3D formats where the meshes were extracted using hex2obj, by me or AceWell.

Re: Phantasy Star Online 3d models

Posted: Wed Jun 15, 2016 10:55 pm
by super12
ok thk this is with texture, so when i need i will ask here true?

Re: Phantasy Star Online 3d models

Posted: Thu Jun 23, 2016 1:36 pm
by super12

Re: Phantasy Star Online 3d models

Posted: Sun Jun 26, 2016 7:03 pm
by super12

Re: Phantasy Star Online 3d models

Posted: Tue Jun 28, 2016 4:49 am
by shakotay2
my system doesn't recognize this rar, so upload the contained file(s) as zip or 7z, please,

Re: Phantasy Star Online 3d models

Posted: Tue Jun 28, 2016 9:38 pm
by super12

Re: Phantasy Star Online 3d models

Posted: Tue Jun 28, 2016 10:21 pm
by shakotay2
thx, here's the first submesh from the biggest aqo contained:
en_abyss_dp_dark_a_l1-aqo.jpg
As you can see from the point clouds there's more than one submesh so the counts had to be reduced (H2O file):

0x432EB4 6011
Vb1
76 68
0x564 2707
021000
0x0 255

Should not be too hard to get the next submesh (search for 0000 0100 0200).

It will be required to calculate the start address of the next submeshes vertex block such as vaddr2= vaddr1 + 2707*76, vaddr1= 0x564
(didn't check this!)