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.
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 :
I'm posting pa8 samples just in case : https://drive.google.com/file/d/1bhCx-O ... sp=sharingCode: 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
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.
(Unrelated, but I can't believe I've been interested in this format for since 2018)
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Initial D Arcade Stage (5 to Zero) Noesis Script
- GreenTrafficLight
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Initial D Arcade Stage (5 to Zero) Noesis Script
Updated here
Last edited by GreenTrafficLight on Sat Sep 25, 2021 10:23 pm, edited 3 times in total.

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Makoto
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Re: Initial D Arcade Stage (5 to Zero) Noesis Script
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
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
You may have to continue some basic research which had been started here: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
or here:
helper tool (unfinished) for getting params
----------------------------
When using the script on JZA80C_Body_genuine_00.efo I had to export as .dae from Noesis (while .obj contained QNANS).
. (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
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
- GreenTrafficLight
- beginner
- Posts: 28
- Joined: Sun Apr 25, 2021 11:54 pm
- Has thanked: 10 times
- Been thanked: 37 times
Re: Initial D Arcade Stage (5 to Zero) Noesis Script
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.
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 :
I'm posting pa8 samples just in case : https://drive.google.com/file/d/1bhCx-O ... sp=sharingCode: 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
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.
(Unrelated, but I can't believe I've been interested in this format for since 2018)



