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Space Channel 5 Part 2 Animation/Model Files, Help Needed
Posted: Sat Oct 27, 2018 8:23 pm
by Gõndola
Going off of what has been said in these threads:
https://forum.xentax.com/viewtopic.php?f=16&t=14805
viewtopic.php?f=16&t=16513
The file formats of the first and second game are almost identical and so they should behave in a similar manner, which they might do, unfortunately the discussion ended more than a year ago, with the only good thing coming from them being the Noesis support for SC5s original animation/model format(which was already going to happen)
I'm kind of sure that the RBPs function remains the same, skeletal data containing animation can be loaded onto another RBP or CDR file containing hundreds of submeshes(the character models of the game) while the individual model/skeleton combos are also stored in cdball.afs where they're contained as cd1 files that can be edited into pvm texture archives and nj model files with hex edit.
Currently, i'm completely lost, the rbp files can't load into noesis and Part 2's animations remain locked away as I have no python experience and would make a custom import plugin if I could, so I seek the help of these forums.
http://www.mediafire.com/file/dd141odkp ... round1.cdr - potential submesh holder
http://www.mediafire.com/file/8769dqz52 ... title0.rbp - potential animation holder
http://www.mediafire.com/file/u56an8twr9tj62w/DMDM.7z - example of how SC5 files interact with noesis successfully, opening r11 will request that a file like r10 be opened, when compatible submesh is selected an entire animation set plays
Re: Space Channel 5 Part 2 Animation/Model Files, Help Neede
Posted: Sun Oct 28, 2018 11:39 am
by shakotay2
Gõndola wrote:Currently, i'm completely lost, the rbp files can't load into noesis and Part 2's animations remain locked away as I have no python experience and would make a custom import plugin if I could, so I seek the help of these forums.plays
python experience wouldn't help that much. Noesis uses internal code for that format, afair:
viewtopic.php?f=16&t=16513&p=132070&hil ... ly#p132070
btw: since you seem to have taken your 7z upload from that thread it would have made sense to link to it, why not?
Re: Space Channel 5 Part 2 Animation/Model Files, Help Neede
Posted: Sun Oct 28, 2018 4:06 pm
by Gõndola
shakotay2 wrote:
btw: since you seem to have taken your 7z upload from that thread it would have made sense to link to it, why not?
I linked to both of the threads at the top of my post, unless there's a third thread I don't know about
I also have the steam version of part 2 and the dreamcast version of part 1 so using those already uploaded files was just a matter of convenience, I can upload any file from them if needed
Re: Space Channel 5 Part 2 Animation/Model Files, Help Neede
Posted: Sun Oct 28, 2018 11:10 pm
by shakotay2
Gõndola wrote:I linked to both of the threads at the top of my post, unless there's a third thread I don't know about
Yeah, see. Should have read more carefully, sry.
In R10.rb there are 136 NJCM, whatever it may stand for.
In title0.rbp there's 11 of them.
One idea would be to understand the structure of R10.rb, then try to transform the contents of title0.rbp following that structure.
But understanding R10.RB will be a tedious task (floats should represent position and quaternion rotation, something like that):
Code: Select all
0x348
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38. 25 00 80 80 FF000000 04200000 B0070000
0x7C8
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0.465054 0.043106 -1.284526 0.008916 0.075739 -0.997088
1. 2C 80 2B 00
0x864:
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