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Initial D Arcade Stage (5 to Zero) Noesis Script

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GreenTrafficLight
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Initial D Arcade Stage (5 to Zero) Noesis Script

Post by GreenTrafficLight »

Updated here
I know I've made a thread for this, but since I think a lot of people are following this one, I'm posting this here.

I wrote a Blender Addons 2.8+ (tested in Blender 2.92.0) to import the models. More details here.

Image

The characters are all skinned now, except one which is Miki (since he has 4 bone weights, and the bone indices isn't in the right order in the vertex buffer).

Miki sample (one vertex buffer at offset 0xC64A8, stride 40, last 8 bytes being the bone indices and bone weights)

In order to import the trees, you will need the folder path with the extension .pa8. Also I don't think the trees in the game have random rotations, but there is some informations in the .pa8 that I skipped (It might not be important though). The file format is like this :

Code: Select all

char	Header[4]
int 	Unknown
uint	FileSize
uint	TransformationCount
bytes	zeros[16]

for i = 0 < TransformationCount
	float	Translation[3]
	float	MeshIndex  // the float is always a int, except in Gunsai sometimes
	byte	Unknown[28] // Maybe rotations ?
	float 	Scale
I'm posting pa8 samples just in case : https://drive.google.com/file/d/1bhCx-O ... sp=sharing

Also, I admit I'm lazy to set up everything to play the Zero version, but I will be glad if someone could picture a high quality picture of this corner in Gunsai since the index for one of the tree isn't precise, so I don't know if I'm importing the right one.

Image

(Unrelated, but I can't believe I've been interested in this format for since 2018)
Last edited by GreenTrafficLight on Sat Sep 25, 2021 10:23 pm, edited 3 times in total.
Image
Makoto
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Re: Initial D Arcade Stage (5 to Zero) Noesis Script

Post by Makoto »

Hello
I tried opening just a random file, "title.efo" int he ADVERTISE folder
Edit: lot of efo files from folders like PRIMITIVE, RENDERER and SPRITEBG also don't open. I'm not having a lot of luck...I tried to open some 3d meshes such as "balloon.efo" and it just throws an errorr saying bad size or bad read
Edit2: Sayuki from CHARACTER folder crashes
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shakotay2
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Re: Initial D Arcade Stage (5 to Zero) Noesis Script

Post by shakotay2 »

Makoto wrote: Wed Apr 28, 2021 9:58 pm Hello
I tried opening just a random file, "title.efo" int he ADVERTISE folder
Edit: lot of efo files from folders like PRIMITIVE, RENDERER and SPRITEBG also don't open. I'm not having a lot of luck...I tried to open some 3d meshes such as "balloon.efo" and it just throws an errorr saying bad size or bad read
You may have to continue some basic research which had been started here:
blackracer wrote: Thu Nov 09, 2017 10:19 am
or here:
Neitancrost wrote: Wed Jun 05, 2019 12:54 am
helper tool (unfinished) for getting params
shakotay2 wrote: Wed Jan 08, 2020 4:24 pm
----------------------------

When using the script on JZA80C_Body_genuine_00.efo I had to export as .dae from Noesis (while .obj contained QNANS).
.
JZA80C_Body_genuine_00-efo.png
(dae import, uvs missing or lost, whatever)
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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GreenTrafficLight
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Re: Initial D Arcade Stage (5 to Zero) Noesis Script

Post by GreenTrafficLight »

Updated here
I know I've made a thread for this, but since I think a lot of people are following this one, I'm posting this here.

I wrote a Blender Addons 2.8+ (tested in Blender 2.92.0) to import the models. More details here.

Image

The characters are all skinned now, except one which is Miki (since he has 4 bone weights, and the bone indices isn't in the right order in the vertex buffer).

Miki sample (one vertex buffer at offset 0xC64A8, stride 40, last 8 bytes being the bone indices and bone weights)

In order to import the trees, you will need the folder path with the extension .pa8. Also I don't think the trees in the game have random rotations, but there is some informations in the .pa8 that I skipped (It might not be important though). The file format is like this :

Code: Select all

char	Header[4]
int 	Unknown
uint	FileSize
uint	TransformationCount
bytes	zeros[16]

for i = 0 < TransformationCount
	float	Translation[3]
	float	MeshIndex  // the float is always a int, except in Gunsai sometimes
	byte	Unknown[28] // Maybe rotations ?
	float 	Scale
I'm posting pa8 samples just in case : https://drive.google.com/file/d/1bhCx-O ... sp=sharing

Also, I admit I'm lazy to set up everything to play the Zero version, but I will be glad if someone could picture a high quality picture of this corner in Gunsai since the index for one of the tree isn't precise, so I don't know if I'm importing the right one.

Image

(Unrelated, but I can't believe I've been interested in this format for since 2018)
Image
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