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(PS3) Dante's Inferno .geo
Posted: Sat Jun 30, 2018 5:20 pm
by Neverstops
Hi, i've been working on extracting Dante's Inferno archives and it's files, .viv, .str, as i was successful with Rick's Visceral Games Tool.
However i was searching for Dead Space .geo importing tools, i've spent searching places to import it, but no success. I'm not really a programmer or hex editor, but i managed to get the textures .tg4d using TextureFinder V21.
I believe the game has similiar engine along the previous game developed by Visceral Games, like Dead Space. But the other tools created by people for Dead Space didn't support Dante's Inferno file formats.
In which now, i was able to get the files, "Also working video files .vp6". Now to figure out to import the models. I probably think it's the .geo files are the mesh. Few people managed to get the models, but is there a way to import these mesh files?. I'm so close retrieving the models
"Yes the game is like 8 years old. But i hope we could atleast manage this by supporting"
Re: (PS3) Dante's Inferno .geo
Posted: Sat Jun 30, 2018 11:59 pm
by killercracker
If you have 3ds max you can use this script. This was written a while ago so there may still be some bugs.
Re: (PS3) Dante's Inferno .geo
Posted: Sun Jul 01, 2018 1:23 am
by Neverstops
killercracker wrote:If you have 3ds max you can use this script. This was written a while ago so there may still be some bugs.
Thank you so much!, it works anyway.
I assume this one is optional, but will there be a way to import the skeletons?. If not, no worries then.
Re: (PS3) Dante's Inferno .geo
Posted: Mon Jul 02, 2018 2:41 am
by killercracker
I think skeletons are in a different file. If you have a samples I can take a look at them. Chances are they're the same or nearly the same as Dead Space's skeleton files. I haven't been able to figure out how Visceral Games' skinning works so you'll have to skin it yourself.
Re: (PS3) Dante's Inferno .geo
Posted: Tue Nov 27, 2018 8:44 am
by Tosyk
killercracker wrote:I think skeletons are in a different file. If you have a samples I can take a look at them. Chances are they're the same or nearly the same as Dead Space's skeleton files. I haven't been able to figure out how Visceral Games' skinning works so you'll have to skin it yourself.
thanks killercracker, script works smooth.
since I'm converting this game models can you point me to the skeleton files so I upload them here
here's character example from xb360:
https://drive.google.com/open?id=1t3gTY ... yQxG316NOr
p.s.: I have both ps3 and xbox360 versions
Re: (PS3) Dante's Inferno .geo
Posted: Wed Nov 28, 2018 2:34 am
by killercracker
The skeleton files are the .rcb.xen/ps3 files.
Re: (PS3) Dante's Inferno .geo
Posted: Wed Nov 28, 2018 6:46 am
by Tosyk
thank you! can you support weights as well?
Re: (PS3) Dante's Inferno .geo
Posted: Wed Nov 28, 2018 2:16 pm
by zaramot
Script, with weights and bones support. Use it as it is - for now, I can't fix it because of my PC problems:( So, there will be no respond to bug report.
UPD: Some fixes
Re: (PS3) Dante's Inferno .geo
Posted: Thu Dec 13, 2018 9:24 am
by PaulPhoenix31139
Hi, please help how extract .viv
i find Rick's Visceral Games Tool, but i dont understand how use this
https://github.com/gibbed/Gibbed.Visceral
Re: (PS3) Dante's Inferno .geo
Posted: Thu Dec 27, 2018 9:58 pm
by tormunds
You need to compile those tools with Visual Studio. I used the 2017 version.
Re: (PS3) Dante's Inferno .geo
Posted: Sun Sep 27, 2020 3:21 am
by jetrux
Hi everyone!!
I would like to know how the game animations (.anim.ps3) could be imported into 3DS Max and exported to .anim
Thanks in advance XD
PS: I'm new to this XD!!
Re: (PS3) Dante's Inferno .geo
Posted: Mon Apr 04, 2022 7:12 pm
by zardalu
tormunds wrote: ↑Thu Dec 27, 2018 9:58 pm
You need to compile those tools with Visual Studio. I used the 2017 version.
I know this is old but I'm just getting into this game. Rick's github page seems to be missing some stuff. Does anyone happen to have a compiled version of the Gibbed.Visceral tool anymore?
edit: Found it here:
https://www.dropbox.com/s/trw0dv0igcvsc ... r.rar?dl=0
Re: (PS3) Dante's Inferno .geo
Posted: Wed Aug 31, 2022 1:55 pm
by kskui008
Hi! Thanks for your work, I would like to know how to get the .PS3 file? I used 3dmax2018, but this script doesn't recognize .ps3. How can I get the texture of the model?
Re: (PS3) Dante's Inferno .geo
Posted: Wed Aug 31, 2022 2:33 pm
by kskui008
Thanks, I did my own research, currently I don't know what is the character model file I want..
Re: (PS3) Dante's Inferno .geo
Posted: Thu Sep 01, 2022 5:16 pm
by kskui008
killercracker wrote: ↑Mon Jul 02, 2018 2:41 am
I think skeletons are in a different file. If you have a samples I can take a look at them. Chances are they're the same or nearly the same as Dead Space's skeleton files. I haven't been able to figure out how Visceral Games' skinning works so you'll have to skin it yourself.
grateful! I'm asking for your help here, the .geo script is not working erratically on new pc systems, I keep getting errors that I have to restart 3dsmax after successfully importing a mesh. If you can, can you create a noesis script, it would be a pain to look at like this