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Can't believe nobody tried Jackass (PS2) before ^^
Posted: Mon Apr 20, 2020 2:38 pm
by Henchman800
Since T.H.U.G. PRO, VR Chat and GTA games make it kinda easy to import custom models, I can't believe I couldn't find anything about
Jackass: The Game (PS2) models/textures on the internet.
I quickly looked through the games files and saw that textures use .txd format...
So I tried a couple of things and eventually was able to extract most of the textures using this PS2 .txd-viewer:
http://www.thegtaplace.com/downloads/f4 ... txd-viewer
(sadly you are not able to extract multiple files at once)
Here are a few examples:


DOWNLOAD .TXD FILES:
https://cdn.discordapp.com/attachments/ ... amples.zip
These are 2 files I had problems with (except ryans face)
Most of the games sounds and music can be extracted by either cubeplayer or psound:
https://tcrf.net/File:Jackass_voice_bam ... player=yes
Sounds are stored as .fsb files
towav also seems to open jackass .fsb files regarding this site:
http://www.ctpax-x.org/?goto=files&show=24
Models are .rws files....it seems to be a common renderware filetype.....although there are various kinds of .rws in non GTA games out there...
I used
RWANALYZE to have it.....analyzed....I don't really know how to use the resulting info but it looks promising and spits out a few hex values and offsets.
DOWNLOAD IT HERE:
http://files.steve-m.com/rwanalyze-0.4b.zip

Can you guys please have a look at the models? Maybe there already is a script that extracts jackass .rws files aswell
DOWNLOAD .RWS FILES:
https://cdn.discordapp.com/attachments/ ... amples.zip
Johnnys and Ryans character models
Other than that...you might wanna give the game a try yourself....its great multiplayer fun!

Re: Can't believe nobody tried Jackass (PS2) before ^^
Posted: Mon Apr 20, 2020 4:42 pm
by shakotay2
Henchman800 wrote: ↑Mon Apr 20, 2020 2:38 pm
I used
RWANALYZE to have it.....analyzed....I don't really know how to use the resulting info but it looks promising and spits out a few hex values and offsets.
A few?

No, many too many... tedious task (the submeshes have about 42 vertices only).
.
johnny_costume01_lod-rws.png
Re: Can't believe nobody tried Jackass (PS2) before ^^
Posted: Tue Apr 21, 2020 7:09 pm
by Henchman800
shakotay2 wrote: ↑Mon Apr 20, 2020 4:42 pm
A few?

No, many too many... tedious task (the submeshes have about 42 vertices only).
Well ... damn xD
So every model consists out of like 20+ submeshes, each being more of a Puzzle piece other than actual sub objects like glasses or shoes and stuff?
Is every geometry-tab in the Analyzer useable at least?
Can you please let me know what settings you used for hex2obj?
Id like to at least start of the character extraction process by submitting one model to the models-resource.
Re: Can't believe nobody tried Jackass (PS2) before ^^
Posted: Tue Apr 21, 2020 7:37 pm
by shakotay2
Henchman800 wrote: ↑Tue Apr 21, 2020 7:09 pmIs every geometry-tab in the Analyzer useable at least?
Maybe, but I searched the start of vertices manually.
Can you please let me know what settings you used for hex2obj?
Here you go (use 'Strip' and 'Fake' for auto generating FIs):
johnny_costume01_lod_.zip
(no uvs, sorry)
Here's the shoes with uvs:
0x0 500
Vb1
12 99
0x2EA26 42
021000
0x2EC36 8
Re: Can't believe nobody tried Jackass (PS2) before ^^
Posted: Wed Apr 22, 2020 7:57 pm
by shakotay2
Just in case you didn't start so far:
Johnny_36SM.zip
(ugly as always

, some superfluous faces, some missing, especially for his head)
head vertex start addresses:
0x3a58d
0x3aa8d
0x3af8d
0x3b48d
0x3b98d
0x3be8d
0x3c38d
0x3c88d
well, here's the missing head part:
0x0 30
Vb1
12 99
0x3CD8D 30
021000
0x3CF0D 8
(what an annoying format...)
Re: Can't believe nobody tried Jackass (PS2) before ^^
Posted: Thu Apr 23, 2020 11:28 am
by Henchman800
shakotay2 wrote: ↑Wed Apr 22, 2020 7:57 pm
Just in case you didn't start so far
(what an annoying format...)
Wow, thank you Very much man!
I didn't statt converting by now... i gotta finish up two edits toll monday...this eats my time right now... :-/
But i cant wait to try it!
Doesn't RWAnalyze help with finding faces and offsets?
It looks so promising to me :-/
Re: Can't believe nobody tried Jackass (PS2) before ^^
Posted: Fri Apr 24, 2020 8:38 pm
by shakotay2
Henchman800 wrote: ↑Thu Apr 23, 2020 11:28 amDoesn't RWAnalyze help with finding faces and offsets?
It looks so promising to me :-/
Can't read the contents of the righthanded window of the tool and
maybe I'm to dumb, but no, I can't find data concerning the meshes which could ease the task:
Code: Select all
Geometry List (76287 bytes @ 0x2C448) - [0x1A]
Struct (4 bytes @ 0x2C454) - [0x01]
Geometry (76259 bytes @ 0x2C464) - [0x0F]
Struct (40 bytes @ 0x2C470) - [0x01]
Material List (490 bytes @ 0x2C4A4) - [0x08]
Struct (12 bytes @ 0x2C4B0) - [0x01]
Material (225 bytes @ 0x2C4C8) - [0x07]
Struct (28 bytes @ 0x2C4D4) - [0x01]
Texture (92 bytes @ 0x2C4FC) - [0x06]
Struct (4 bytes @ 0x2C508) - [0x01]
String (20 bytes @ 0x2C518) - [0x02]
String (4 bytes @ 0x2C538) - [0x02]
Extension (16 bytes @ 0x2C548) - [0x03]
Sky Mipmap Val (4 bytes @ 0x2C554) - [0x110]
Extension (69 bytes @ 0x2C564) - [0x03]
UNKNOWN (1 bytes @ 0x2C570) - [0x1FE]
UNKNOWN (44 bytes @ 0x2C57D) - [0x1DE]
Material (217 bytes @ 0x2C5B5) - [0x07]
Struct (28 bytes @ 0x2C5C1) - [0x01]
Texture (84 bytes @ 0x2C5E9) - [0x06]
Struct (4 bytes @ 0x2C5F5) - [0x01]
String (12 bytes @ 0x2C605) - [0x02]
String (4 bytes @ 0x2C61D) - [0x02]
Extension (16 bytes @ 0x2C62D) - [0x03]
Sky Mipmap Val (4 bytes @ 0x2C639) - [0x110]
Extension (69 bytes @ 0x2C649) - [0x03]
UNKNOWN (1 bytes @ 0x2C655) - [0x1FE]
UNKNOWN (44 bytes @ 0x2C662) - [0x1DE]
Extension (75693 bytes @ 0x2C69A) - [0x03]
>>> Bin Mesh PLG (28 bytes @ 0x2C6A6) - [0x50E]
Native Data PLG (73822 bytes @ 0x2C6CE) - [0x510]
Struct (73810 bytes @ 0x2C6DA) - [0x01]
<<< Skin PLG (1733 bytes @ 0x3E738) - [0x116]
Struct (1721 bytes @ 0x3E744) - [0x01]
User Data PLG (62 bytes @ 0x3EE09) - [0x11F]
Atomic (60 bytes @ 0x3EE53) - [0x14]
Seems the interesting part for (">>>") meshes, "Native Data PLG" is not unfoldable.
The "Section Data" exports are just copied bytes from the .rws loaded
You need to do the boring stuff, as always, find the patterns, create a script.

Re: Can't believe nobody tried Jackass (PS2) before ^^
Posted: Fri Apr 24, 2020 9:00 pm
by Henchman800
shakotay2 wrote: ↑Wed Apr 22, 2020 7:57 pm
well, here's the missing head part:
0x0 30
Vb1
12 99
0x3CD8D 30
021000
0x3CF0D 8
Can you help me out here please?
These settings for the missing head/hand part dont look right :-/
other than that.....thx for an almost complete johnny ^^

Re: Can't believe nobody tried Jackass (PS2) before ^^
Posted: Fri Apr 24, 2020 9:58 pm
by shakotay2
Maybe pay more attention to what I post?
"
Here you go (use 'Strip' and 'Fake' for auto generating FIs)"
-> use
Fake face indices (toggle uppermost right button) and "Strip"
btw: in your schreenshot, why is the uv address, 0x3a79d missing?
Full params of
johnny_costume01_lod.rws_29.h2o is:
0x0 39
Vb1
12 99
0x3a58d 42
021000
0x3a79d 8
and it's NOT for the "missing head part", that is
0x0 30
Vb1
12 99
0x3CD8D 30
021000
0x3CF0D 8
Here's Ryan, btw:
Ryan_costume01.zip
Re: Can't believe nobody tried Jackass (PS2) before ^^
Posted: Sat Apr 25, 2020 1:00 pm
by Henchman800
shakotay2 wrote: ↑Fri Apr 24, 2020 9:58 pm
Maybe pay more attention to what I post?
"
Here you go (use 'Strip' and 'Fake' for auto generating FIs)"
-> use
Fake face indices (toggle uppermost right button) and "Strip"
sorry alter ^^
These settings got me the missing head part
So I found Johnnys missing head part (thx to you) but some of the uvs are merged together to one coordinate at 0,0 :-/
(and I'm still missing a small part of his left hand ^^)
Cleaned up Ryan (intro)
So with every costume comes 2 .rws files (like in the sample i attached to the first post), one being labled "intro". I assume you used this file for Ryan, right? Since he got 5 fingers per hand while johnnys model uses snow gloves as hands haha^^
looking at it right now:
johnny_costume01_intro.rws ---> 400 KB
johnny_costume01_lod.rws ---> 251 KB
So high and low res models for cutscenes and ingame i guess?
Re: Can't believe nobody tried Jackass (PS2) before ^^
Posted: Sun Apr 26, 2020 3:48 pm
by shakotay2
Henchman800 wrote: ↑Sat Apr 25, 2020 1:00 pm
(and I'm still missing a small part of his left hand ^^)
Simply copy/mirror/rotate his right hand.
one being labled "intro". I assume you used this file for Ryan, right?
No, it's
ryan_costume01.rws.
So high and low res models for cutscenes and ingame i guess?
Sounds logic.
.
Johnny_intro.zip
Re: Can't believe nobody tried Jackass (PS2) before ^^
Posted: Tue Apr 28, 2020 10:45 pm
by Henchman800
Thank you for all your help!
I got a clean ryan and johnny now
it was still some work to clean up redundant edges...
will there ever be the chance for a jackass-.rws script or is the format to random to setup a proper one?
models are in queue for models-resource 
Re: Can't believe nobody tried Jackass (PS2) before ^^
Posted: Tue Apr 28, 2020 11:10 pm
by shakotay2
There's no script afaik, this is what I used (unfinished, so probably at least one small mesh will always be missing):
.
Make_obj-rws jackass.zip
Use dlls from zip here:
(There's a modified version of
hex2obj needed for this format only, see next post.)
Good night.

Re: Can't believe nobody tried Jackass (PS2) before ^^
Posted: Wed Apr 29, 2020 1:32 pm
by shakotay2
This is a modified version of hex2obj for Jackass (PS2) .rws files (you need the H2O files created by the above Makeobj, too).
It's
not intended to be used with other formats!
Hex2obj-rwx.zip
(You shouldn't miss to read
setup_FI-txt.txt!)
The exe doesn't work "standalone", it requires other files contained in the zip file here:
Re: Can't believe nobody tried Jackass (PS2) before ^^
Posted: Wed Apr 29, 2020 2:34 pm
by Henchman800
danke dir man! Ich werde es die tage ausprobieren
