Yuke's Pacific Rim .yobj

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OPR23b
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Yuke's Pacific Rim .yobj

Post by OPR23b » Sat May 08, 2021 7:23 pm

Hello, everyone, I need some help with a model format I've been taking a look at.

I've been wanting to see if I could try to extract the models from a now unavailable Pacific Rim game. However, I have not been able to extract the model data itself.
I've already extracted the files from their .pac files using a PAC extractor, but I've found nothing regarding a .yobj converter/importer (for Blender, at least).

All I really need help with is finding some kind of converter for the .yobj files, that converts them to a format useable in Blender.


I figured this would be a good place to ask, but if it isn't, just let me know.

And if you do need samples for whatever reason, here you go. It's one of the kaiju in-game.
https://www.mediafire.com/file/hyhr17ui ... .YOBJ/file

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Re: Yuke's Pacific Rim .yobj

Post by shakotay2 » Sat May 08, 2021 9:26 pm

looks funny:
.
0-Yobj.png
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Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Yuke's Pacific Rim .yobj

Post by OPR23b » Sun May 09, 2021 12:15 am

Something's definitely wrong there, but It's for sure the right model file. Maybe it has to do with the face/vertex indices? (I wouldn't exactly know, as I'm not too acquainted with hex side of model extraction just yet.)


To give a better idea how it should look:
https://i.pinimg.com/originals/1e/fd/c3 ... 97b477.jpg

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Re: Yuke's Pacific Rim .yobj

Post by shakotay2 » Sun May 09, 2021 9:13 am

Yeah, see, thought it's some kind of landscape or such. :eek:
.
PacificRim-0-YOBJ.png
(one submesh only)
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Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Yuke's Pacific Rim .yobj

Post by OPR23b » Sun May 09, 2021 4:06 pm

I can't seem to find the indices for the other submeshes.

Any idea where they may be? Tried looking for similar patterns but I can't seem to find anything that stands out. :?

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Re: Yuke's Pacific Rim .yobj

Post by shakotay2 » Sun May 09, 2021 5:36 pm

try

0x15112C 20411
Vb1
28 99
0x96F48 9529
121000
0x0 255

(copy above 6 lines into a text file and name it whatever.H2O)
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Yuke's Pacific Rim .yobj

Post by OPR23b » Sun May 09, 2021 6:22 pm

Seems to import everything aside from the other arm and legs.

I'll be seeing if I can locate the last submesh(es) myself, If anything, I'll come back here.

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