Gravity Rush 2/Gravity Daze 2 (PS4)
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Roflcopter
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Re: Gravity Rush 2/Gravity Daze 2 (PS4)
Pretty big update. I haven't been able to get anywhere significant with the animation data so far, so I decided to change pace and perfect the mesh scripts. I looked into the files a bit more, found some vertex and face counts, and once I finally understood how to read little endian (it's a miracle I got as far as I did before that), it was obvious that there was a pointer to the first vertex VERY early in the file.
So armed with that info, I improved the Model Researcher script. I tried to test it thoroughly this time, so I'm fairly confident it'll work on nearly every model in the game. I'm only concerned that my uv maps don't always adapt to the numerous vertex sizes like they should, but I'll fix that soon enough. Anyway, here's the script; I threw in a .hbk bookmark file for anyone interested in my research (use it with kit01_base.gfx in Hex Workshop):
https://www4.zippyshare.com/v/a3yFzcWL/file.html
So with that said, now it's back to the animation data. I'm assuming the armature/skeleton doesn't change between files; it seems like it should be defined the same way every time. Aside from that, I only know I'm looking for floats that hopefully have some sense of order. 3 locations, rotations, and scales per bone, right?
The most likely locations:
-the .mot files, pretty early. There's a decent-sized section that I haven't been able to read that only changes if I'm looking at another character.
-the .skel section of the .mot files. This more likely handles the movement of the bones. Should be handy.
-There's a section after the mesh data in .gfx files, but I've only seen it on models that are definitely rigged. It could be unrelated to animation, but I don't think so.
I haven't been able to understand any of the above, but I was reading the files backwards until recently, so maybe I'll have better luck this time!
So armed with that info, I improved the Model Researcher script. I tried to test it thoroughly this time, so I'm fairly confident it'll work on nearly every model in the game. I'm only concerned that my uv maps don't always adapt to the numerous vertex sizes like they should, but I'll fix that soon enough. Anyway, here's the script; I threw in a .hbk bookmark file for anyone interested in my research (use it with kit01_base.gfx in Hex Workshop):
https://www4.zippyshare.com/v/a3yFzcWL/file.html
So with that said, now it's back to the animation data. I'm assuming the armature/skeleton doesn't change between files; it seems like it should be defined the same way every time. Aside from that, I only know I'm looking for floats that hopefully have some sense of order. 3 locations, rotations, and scales per bone, right?
The most likely locations:
-the .mot files, pretty early. There's a decent-sized section that I haven't been able to read that only changes if I'm looking at another character.
-the .skel section of the .mot files. This more likely handles the movement of the bones. Should be handy.
-There's a section after the mesh data in .gfx files, but I've only seen it on models that are definitely rigged. It could be unrelated to animation, but I don't think so.
I haven't been able to understand any of the above, but I was reading the files backwards until recently, so maybe I'll have better luck this time!
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Lazov
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Re: Gravity Rush 2/Gravity Daze 2 (PS4)
I think it's better to write scripts for Noesis, because not everyone has a Pro version. In addition, after adding animation support, the API functions may change slightly.
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Roflcopter
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Re: Gravity Rush 2/Gravity Daze 2 (PS4)
Yeah, that makes a lot of sense... I'll knock that out real quick. It should be a good head start for the next few things I plan to do.
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Roflcopter
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Re: Gravity Rush 2/Gravity Daze 2 (PS4)
Hey, guys. Made some progress getting the script to work with Noesis; I've managed to get all the meshes to show up in preview, but it looks like I can only export the first mesh. Does anybody know how I can fix this? Also, I tried using the rapi approach, but I kept getting crashes.
https://www4.zippyshare.com/v/pYaj3NHb/file.html
https://www4.zippyshare.com/v/pYaj3NHb/file.html
- shakotay2
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Re: Gravity Rush 2/Gravity Daze 2 (PS4)
well, I don't understand the code very good, but it's simple:
a) introduce
meshes = []
before
while fileComplete == False:
b) comment out: #mdlList.append(NoeModel([msh], [], []))
use this:
meshes.append(msh)
c) at the end:
mdl = NoeModel(meshes)
mdlList.append(mdl)
return 1
results in three Lods for me: remaining problem: uvs for highest lod are not flat, funny; no time to care for
a) introduce
meshes = []
before
while fileComplete == False:
b) comment out: #mdlList.append(NoeModel([msh], [], []))
use this:
meshes.append(msh)
c) at the end:
mdl = NoeModel(meshes)
mdlList.append(mdl)
return 1
results in three Lods for me: remaining problem: uvs for highest lod are not flat, funny; no time to care for
You do not have the required permissions to view the files attached to this post.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
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Roflcopter
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Re: Gravity Rush 2/Gravity Daze 2 (PS4)
Thanks! I took a quick look into the UV issue, and I think the model you looked at was some sort of test model. It's looking for textures that aren't in the game, and it's not named like Kat's other models. Still strange to think they didn't unwrap the highest lod, but it seems to be the problem.
On that note, I've learned more about the materials, but not enough to properly add them to the script. The most interesting thing is that some textures are mapped to very specific parts of the mesh (like the irises, those are animated). I don't have the slightest clue how I'll deal with that, even if I do it manually. But for now, it's on my list to just figure out how the materials are assigned. Of course, with the UV's exported, textures can be added manually.
https://www4.zippyshare.com/v/iUja1v0W/file.html
On that note, I've learned more about the materials, but not enough to properly add them to the script. The most interesting thing is that some textures are mapped to very specific parts of the mesh (like the irises, those are animated). I don't have the slightest clue how I'll deal with that, even if I do it manually. But for now, it's on my list to just figure out how the materials are assigned. Of course, with the UV's exported, textures can be added manually.
https://www4.zippyshare.com/v/iUja1v0W/file.html
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tttentadra
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Re: Gravity Rush 2/Gravity Daze 2 (PS4)
Hi, I don't mean to intrude or anything but does anyone have the .gnf textures for Kat?
edit: Sorry, I was looking at the wrong place, I found them after I wrote the this message
edit: Sorry, I was looking at the wrong place, I found them after I wrote the this message
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Roflcopter
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Re: Gravity Rush 2/Gravity Daze 2 (PS4)
Maybe this is a silly question, but could someone explain NoeBone's matrix parameter to me? I know I need a 4x3 matrix, but what's supposed to be in the matrix?
- chrrox
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Re: Gravity Rush 2/Gravity Daze 2 (PS4)
the bone transform goes in there
the default matrix is
identityMat43Tuple = ( NoeVec3((1.0, 0.0, 0.0)), NoeVec3((0.0, 1.0, 0.0)), NoeVec3((0.0, 0.0, 1.0)), NoeVec3((0.0, 0.0, 0.0)) )
the default matrix is
identityMat43Tuple = ( NoeVec3((1.0, 0.0, 0.0)), NoeVec3((0.0, 1.0, 0.0)), NoeVec3((0.0, 0.0, 1.0)), NoeVec3((0.0, 0.0, 0.0)) )
- shakotay2
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Re: Gravity Rush 2/Gravity Daze 2 (PS4)
from what chrrox wrote I assume, it's 3x3 for rotation and the last vector is position.Roflcopter wrote:I know I need a 4x3 matrix, but what's supposed to be in the matrix?
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
Re: Gravity Rush 2/Gravity Daze 2 (PS4)
So I realize that this thread is probably totally dead, but I was wondering if this ever got the the point that it was usable in VR chat? I know basically nothing about this kind of thing.
Re: Gravity Rush 2/Gravity Daze 2 (PS4)
I made one few months ago, https://www.youtube.com/watch?v=uZpm2Np794U. I didn't released it because it's still kind broken. Add me on discord NuLL#2372 if you wanna take it or help me work on it.
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greenteasan1
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Re: Gravity Rush 2/Gravity Daze 2 (PS4)
Wait how did you manage to open gfx file in noesis? Everytime try to open the file in noesis it keeps saying "this file cannot be previewed"(this is the same for evd files) and I'm confused how do I open it in noesis? Can anyone help me with this problem? (Sorry I know I'm kinda late.)
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blacknight411
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Re: Gravity Rush 2/Gravity Daze 2 (PS4)
Help I need the body textures for cecie just the body textures.
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blacknight411
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Re: Gravity Rush 2/Gravity Daze 2 (PS4)
hello there one more model I forgot to look at from CrazyPotato he has the tex but not the model for kit02 base. can you send me the model and thank you for hearing my request.
