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[Request] Dirge Of Cerberus Final Fantasy VII models

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Cloud452
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models

Post by Cloud452 »

Wow... I wonder how far away we are from a full method to rip the models, UVmaps and textures intact....
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models

Post by FEATHER »

falconcool wrote:
Thanks,,would you give me the link please?I can't find it in darkmatter2,,
Darkmatter1 seems disappeared.
He must find the way to null out the animation like mario did in Xenosaga3.
ultimaespio wrote:Falconcool here:
http://darkmatter2.gamersjudgement.com/ ... st&p=16210
If you can't read it, i'll quote:
My bro' Falconcool sorry for the late answer and thanks to ultimaespio, Dirge Of Cerberus and xenosaga 3 have one thing in common the internal model viewer, i don't have the game to test it but as you see it possible rip the models in this way.

Let me know if I can help you with something else..

Best regards
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models

Post by falconcool »

I talked a bit with 3dhobby,,there still have some problems with Game Assassin,but we're working on it.In the mean time,I found another type of "MOD" file,,i really feel this could be part of character.

file is here,
http://www.sendspace.com/file/nn6rtq

When using offzip,,it only decompress about 500 files each time,you have to assign the offset value yourself to extract the next 500 files,,
this file is extracted from kel.dat,,about 75% from begining.
I'm working on it:)
ultimaespio
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models

Post by ultimaespio »

Cool beans :)

It would be easier with a proper extractor. Does offzip give filenames and extensions? When I last ripped, I only got hundreds of .dat files.
falconcool
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models

Post by falconcool »

ultimaespio wrote:Cool beans :)

It would be easier with a proper extractor. Does offzip give filenames and extensions? When I last ripped, I only got hundreds of .dat files.
i think it's file name come from it's offset value,,the file name probablly saved in filelist.bin,,you can use offzip to extract this file,,you will see lots of strings in the files it extracted.
But,,i think offzip extracted correct extension names,,like mod,,evm,,,,you can check them yourself.
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models

Post by falconcool »

Although GA is hard to use,but i got few information from it's shader information.

1st,,this is the model i ripped with GA,,
Image

now,,please look it's rendering method,,Tri-list,,but not sure how raw index data stored.

Image

Next,,vertex data,,please look these values,,only x,y are changing,,but z-values are the same.
Image

Now,,compare the possible "MOD" file we have found..I think"bmd" has possiblity to be mesh files.
Image

I didn't touch it because i thought it's values are too regular,,was wondering it's building models(rectangle shape).
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models

Post by falconcool »

Good news guys,,I found where the model stored.
Try look the header has "smd" string.
No encryption,simple 4 bytes little endian floats,I use cheat engine to modify the file loaded into ram,,
The first kind "mod" i mentioned with strange array in the front is the animation or bone data.because when i messed around with it's header values,,animation length and bone shape changed.

I modified some floats in the ram in the "smd" part,,and this happened,,no doubt it's model data!!
Image


So,,forget about the first one,,let's just search "smd"part,,It's very close now!!!,thanks for you guys provided lots of valuable informations!!!
Last edited by falconcool on Fri Mar 25, 2011 3:54 pm, edited 1 time in total.
ultimaespio
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models

Post by ultimaespio »

Good Job :D Well done, I mean really well done :D
Cloud452
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models

Post by Cloud452 »

Huzzah for progress! :up:
jaden
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models

Post by jaden »

i hope MrAdults gonna help you extract the model
falconcool since you've gone this far how about asking help from MrAdults,i think MrAdult can help you extract the model since MrAdult create a lot of model extractor for a lot of game
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models

Post by falconcool »

This is the pattern I found today,,
Image

Code: Select all

 0x16 signature of data starting 00 00 00 20 C0 C0 C0 C0 02 01 00 01 00 00 00 00
 0x4  float data 00 80 xx 60  ,xx is float count
  ----xx floats data(these floats affect vertex location,seems to be z-direction offset value here)
 0x4  unknown data 01 80 yy 6E ,yy is section count,,each section is 4 bytes
  ----yy 4 bytes data(only the 4th byte affect the vertex location,,the 1st- 3rd byte doesn't affect location or UV,,very strange here)
 0x4  unknown data 00 80 zz 79,zz is section count,each section is 4 bytes
  ---- zz 4 bytes  data(This part is related to face normal)
 some unknown data in the end

I tried to modify the 2nd and 3rd type of data's value,and found they affect the location of vertex too,,I don't figure out it's type yet,,not sure if it's offset value or it's original coordinate .

I don't know if Mr Adult interested with this game,but I'm sure his help can help us to get the models sooner. I won't blame him if he doesn't help,,this kind of format really sucks><
I'll try to do what i can.
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models

Post by falconcool »

I spend some time to modify the floats in the 1st section.
I found something maybe useful,,if you try to move the first float after the signature (hex: 00 80 xx 60) in each section..You will find the vertex moved,,but towerd different direction for each different section.
So it means,,each section probablly uses different coordinate system..Probablly like Soul Calibur 3 ,,
Or,,there should be an unit vector to show it's direction if the 1st section floats are offset values.
I feel sick about this kind of format;;

here is the example,,you can see 2 vertices offseted tower 2 different directions ;/
Image

more vertices modification test,,
Image

you can see all of the floats seems "originates" from same point,very interesting ,this should be kind of clue :)
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models

Post by falconcool »

The coodrdinate stored at type 3,,same compression method as FF13,FF14.

I've dumped some visible shapes:)

Type 3 section update

Code: Select all

0x 00 80 zz 79  ----signature of data starting,zz is vertex count in this section
Short / 32768.0 ---- x coordinate
Short / 32768.0 ----y coordinate
Short / 32768.0 ----z coordinate

extracted mesh is located at axis origin,have to scale/offset them into their correct location,working on it!!

[Uncompeleted] maxscript of vertex dumper,,you have to assign type1 offset value manually for each section.Still not imply offset and scale factor

Code: Select all

fname = getOpenFileName \ 
caption:"Model File" \
types:" Model File(*.dat)|*.*|" \

f = fopen fname "rb"
fsize = getFileSize fname
clearlistener()

Vert_array = #()
Normal_array = #()
UV_array = #()
Face_array = #()
print "file size check"
print fsize

fseek f 0x2600 #seek_set ------you have to assign address offset manually for each section.

float_array = #()
vx_array = #()
vy_array = #()
vz_array = #()
type2_array = #()
type3_array = #()

sig1 = readshort f
data_count1 = readbyte f #unsigned
sig2 = readbyte f

for i =1 to data_count1 do( 
 
 ukn_f = readfloat f
 append float_array[ukn_f,0]
  
)----for i = 1 to datacount1

sig1 = readshort f
data_count2 = readbyte f #unsigned
sig2 = readbyte f

for j = 1 to data_count2 do(
  
  t2x = (readbyte f #signed)  
  t2y = (readbyte f #signed)  
  t2z = (readbyte f #signed)  
  
  t2fac = readbyte f #unsigned as float
  
  --t2x /= t2fac
  --t2y /= t2fac
  --t2z /= t2fac

  append type2_array[t2x,t2y,t2z]

)----for j = 1 to data_count2

sig1 = readshort f
data_count3 = readbyte f #unsigned
sig2 = readbyte f

for k = 1 to data_count3 do(
  
  t3x = (readshort f #signed) / 32768.0 
  t3y = (readshort f #signed)  /32768.0
  t3z = (readshort f #signed)  /32768.0
  
  append Vert_array[t3x,t3y,t3z]

)----for k = 1 to data_count2

print Vert_array
type3_array
msh = mesh vertices:Vert_array faces:Face_array
msh.numTVerts = Vert_array.count
buildTVFaces msh
--for j = 1 to UV_array.count     do setTVert  msh j UV_array[j]
--for j = 1 to Face_array.count   do setTVFace msh j Face_array[j]
--for j = 1 to Normal_array.count do setNormal msh j Normal_array[j]
--convertTo msh PolyMeshObject
msh.scale = [100,100,100]



gc()
fflush f
fclose f

ultimaespio
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models

Post by ultimaespio »

Great :D

You mind uploading a sample file please? I don't have any to test it with. Thanks. :P
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models

Post by falconcool »

2 of them,,one is extracted by offzip,the other is dumped from ram.
plese help to find out remaining unknown pattern
1.correct offset and scale value
2.face index
3.UV,
thx:)

http://www.sendspace.com/file/aevqvb
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