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
Yuke's Pacific Rim .yobj
- shakotay2
- MEGAVETERAN

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Re: Yuke's Pacific Rim .yobj
looks funny:
.
.
You do not have the required permissions to view the files attached to this post.
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."
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
Re: Yuke's Pacific Rim .yobj
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
To give a better idea how it should look:
https://i.pinimg.com/originals/1e/fd/c3 ... 97b477.jpg
- shakotay2
- MEGAVETERAN

- Posts: 3461
- Joined: Fri Apr 20, 2012 9:24 am
- Location: Nexus, searching for Jim Kirk
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- Been thanked: 1876 times
Re: Yuke's Pacific Rim .yobj
Yeah, see, thought it's some kind of landscape or such.
. (one submesh only)
. (one submesh only)
You do not have the required permissions to view the files attached to this post.
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."
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
Re: Yuke's Pacific Rim .yobj
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.
Any idea where they may be? Tried looking for similar patterns but I can't seem to find anything that stands out.
- shakotay2
- MEGAVETERAN

- Posts: 3461
- Joined: Fri Apr 20, 2012 9:24 am
- Location: Nexus, searching for Jim Kirk
- Has thanked: 955 times
- Been thanked: 1876 times
Re: Yuke's Pacific Rim .yobj
try
0x15112C 20411
Vb1
28 99
0x96F48 9529
121000
0x0 255
(copy above 6 lines into a text file and name it whatever.H2O)
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."
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
Re: Yuke's Pacific Rim .yobj
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.
I'll be seeing if I can locate the last submesh(es) myself, If anything, I'll come back here.
