The Forum is up for sale: XeNTaX Forum looking for new owner

Kingdom Hearts MDLX and Re:coded File Viewer (Request?)

Post questions about game models here, or help out others!
User avatar
SoftIce
veteran
Posts: 98
Joined: Sun Jan 23, 2011 5:31 am
Has thanked: 5 times
Been thanked: 2 times

Re: Kingdom Hearts MDLX and Re:coded File Viewer (Request?)

Post by SoftIce »

Sorry to bump this, but I was wondering if anyone managed to extract Xion's mdl0 file from the BDM0 one. I've tried with a hex editor like MirrorMan explained, but it failed when I tried to use the mdl0 converter.

Edit: After a few hours of hunting around the internet, I found a somewhat solution, thanks to this post here:
http://forums.sonicretro.org/index.php?showtopic=20088

I now have xion's model (although the bone data is messed up), but I was able to rip it from the nsbmd linked in that post with 3dvia and also with ogle. I don't think the unhooded xion model has uv data, but the hooded one does. I've uploaded both models in dae format here:
hooded (with uv data)
http://www.3dvia.com/models/D0F6ADC6D8E ... 2011-3dxml

unhooded (no uv data)
http://www.3dvia.com/models/6C521862744 ... 2011-3dxml

Some of the vertices are messed up, so I'm working on fixing that now.
Zerox
mega-veteran
mega-veteran
Posts: 186
Joined: Mon Aug 09, 2010 3:50 am
Has thanked: 4 times
Been thanked: 8 times

Re: Kingdom Hearts MDLX and Re:coded File Viewer (Request?)

Post by Zerox »

Ah Xion's models! So good to see someone attempting to get them. I'll be watching to see if your able to fix them. Please keep us/me updated.
User avatar
SoftIce
veteran
Posts: 98
Joined: Sun Jan 23, 2011 5:31 am
Has thanked: 5 times
Been thanked: 2 times

Re: Kingdom Hearts MDLX and Re:coded File Viewer (Request?)

Post by SoftIce »

Yay someone else is interested in Xion. Argh, I can't get the textures for her unhooded version though. Also her unhooded version has no UVs. :[ But her hooded version does have UVS, which includes her robe, which is basically the same, except from the shoulder up. I'm thinking that I'll try to use the UVs from the hooded version, for her unhooded robe. The model is really low poly though.

Do you think anyone would be interested in an edited xion model that's higher poly? I'm going to make one for myself but if someone else wants it I'll post it here. Once I get the robe straightened out I'll modify larxene's robe so that it has similar dimensions to xion's. Then, I can use either kairi or namine as a base for her face, and kairi's KH1 hairstyle for the hair. It looks really similar, just parted differently. Larxene also has the same style of boots as Xion has. Larxene is just a lot taller and has a lot longer limbs, so I need to edit her mesh a lot to have it fit with Xion's/Kairi's/Namine's.

Here's what I have so far. I have no clue if I actually untangled the vertices correctly or not though. :oops:

Image
Image
Zerox
mega-veteran
mega-veteran
Posts: 186
Joined: Mon Aug 09, 2010 3:50 am
Has thanked: 4 times
Been thanked: 8 times

Re: Kingdom Hearts MDLX and Re:coded File Viewer (Request?)

Post by Zerox »

Looks correct to me. I'd be happy if you were to upload that and post the link here or pm it to me.

You can get textures for unhooded Xion here: http://www.textures-resource.com/other_ ... index.html

If you unscramble the mess of vertex on her unhooded model then I would be happy to see if I can correct the UV maps.
Krisan Thyme
advanced
Posts: 49
Joined: Fri Jan 14, 2011 9:04 pm
Has thanked: 1 time
Been thanked: 3 times

Re: Kingdom Hearts MDLX and Re:coded File Viewer (Request?)

Post by Krisan Thyme »

SoftIce wrote:Do you think anyone would be interested in an edited xion model that's higher poly? I'm going to make one for myself but if someone else wants it I'll post it here.
I definitely would be. I'm interested in all the models in this series, and the fact that this is probably the most elusive of all of them.. Yeah, I think there's definitely an interest in it.
User avatar
Mirrorman95
ultra-veteran
ultra-veteran
Posts: 355
Joined: Tue Jul 20, 2010 2:08 am
Has thanked: 16 times
Been thanked: 24 times

Re: Kingdom Hearts MDLX and Re:coded File Viewer (Request?)

Post by Mirrorman95 »

SoftIce wrote:Yay someone else is interested in Xion. Argh, I can't get the textures for her unhooded version though. Also her unhooded version has no UVs. :[ But her hooded version does have UVS, which includes her robe, which is basically the same, except from the shoulder up. I'm thinking that I'll try to use the UVs from the hooded version, for her unhooded robe. The model is really low poly though.

Do you think anyone would be interested in an edited xion model that's higher poly? I'm going to make one for myself but if someone else wants it I'll post it here. Once I get the robe straightened out I'll modify larxene's robe so that it has similar dimensions to xion's. Then, I can use either kairi or namine as a base for her face, and kairi's KH1 hairstyle for the hair. It looks really similar, just parted differently. Larxene also has the same style of boots as Xion has. Larxene is just a lot taller and has a lot longer limbs, so I need to edit her mesh a lot to have it fit with Xion's/Kairi's/Namine's.

Here's what I have so far. I have no clue if I actually untangled the vertices correctly or not though. :oops:

http://i54.tinypic.com/2cqcg88.jpg
http://i53.tinypic.com/16j59ac.jpg
Those look correct to me. Great work! I for one would love to have a Xion model out there in a format that Noesis or Blender can understand. Does it have bones?
BBSFM and KH2FM+ saves are compatible with KH2.5. viewtopic.php?t=13424
User avatar
SoftIce
veteran
Posts: 98
Joined: Sun Jan 23, 2011 5:31 am
Has thanked: 5 times
Been thanked: 2 times

Re: Kingdom Hearts MDLX and Re:coded File Viewer (Request?)

Post by SoftIce »

Mirrorman95 wrote:Those look correct to me. Great work! I for one would love to have a Xion model out there in a format that Noesis or Blender can understand. Does it have bones?
Yay I'm glad I could help out with something or other here. A once in a lifetime chance. lol. And no sorry, no bones. :[ I was able to get her only because 3dvia and ogle both worked with ntsb.exe, so all it did was capture the geometry.

But... I don't think it would be hard to add bones manually. After all, now that I have rigged versions of the typical org robe, I can just use that as a template. Plus, Xion is so darn low poly, so even less work. I'm planning on adding bones myself once I make sure I have all her vertices in correct postion, and have the UVs made up. When I do that, I'll upload her as an attachment.

Really though, what I ultimately want to do is just use xion's low poly model as a template, and modify larxene's robe, and use kairi's kh2 face and other parts as a base, and kairi's kh1 hair as a starting point, so that I can create an edited high poly version of xion.
Krisan Thyme wrote:I definitely would be. I'm interested in all the models in this series, and the fact that this is probably the most elusive of all of them.. Yeah, I think there's definitely an interest in it.
Awesome. I'm kinda confused about why anyone would be interested in any of the models that we can find in the other games, because the polycount is soooooo much lower. Like for the others like axel or marluxia or namine or roxas, we already have those models in much better quality, so why would someone want the low quality ones from 358 days?

Is it just a collection type of thing? That we have the models from that game, even if they're lower quality? Cause I can understand it from that angle cause I like to have complete collections of things myself. lol.

Xion is just so.. like you said. D@mn elusive! Her actual model only appears in one game, and then we get teased by seeing a higher quality version of her model that was pre-rendered, but not actually included in any game. Square. You teasers! :P
Zerox wrote: Looks correct to me. I'd be happy if you were to upload that and post the link here or pm it to me.

You can get textures for unhooded Xion here: http://www.textures-resource.com/other_ ... index.html

If you unscramble the mess of vertex on her unhooded model then I would be happy to see if I can correct the UV maps.
Thanks for the help with the UVS! It's more that they just don't exist... :? They like aren't there at all. lol. So it's starting from scratch. But, since other models like namine have working uvs, I'm planning on using her as a template for part of it. But any help is appreciated!

I just discovered that console viewer 2.0 shows Xion's model correctly (and with textures.) Before I was using the 3.0 version and was wondering how the heck people were viewing the models in 3d. lol fail. While I can't capture the 3d data, it does have a wireframe only view, so I can take some screencaps of her model from the front, side and top, and then use that with maya to make sure I got the arm and robe verteies in the right area. Cause honestly, I was just winging it and hoping it looked vaguely correct. :oops:

If anyone wants to mess with the 3dvia snapshots I've made, you can get them here:
unhooded w/no UV or Tex:
http://www.3dvia.com/models/4D2C39435567794B/xion-v2

Hooded w UV and Tex:
http://www.3dvia.com/models/6C521862744 ... m-ntsb-exe

Unhooded with the ntsb player that makes them explode more (horrors!!! - no UV or text, not that it makes a difference ohgodmyeyes):
http://www.3dvia.com/models/8CF0F78294A ... zoomed-out

I found another version of the ntsb viewer that seems to show the models slightly better (as in, they don't look like a bomb went off inside of them quite as much.) I'll upload that too as soon as I find what folder I saved it in. I can also upload the progress I made in a dae and obj format. But maya isn't open right now and it takes its god awful time loading for me. Next time I open it I'll export what I have so far. :roll:

Also, I kind of want to wait and upload the progress I've made after I use the console viewer as a double checker tool. I have a feeling I probably have some things in places where they shouldn't be... lol

EDIT: Wait never mind, I downloaded the viewer from the creator's website and now it works fine.

EDIT AGAIN: it looks like more faces are added to the model whenever i rip it from ogle or 3dvia. Argh.

BUT OH.
I found something that I think can view BMD0 files, but there's no precompiled binary and oh god I suck at that. Part of the summary was that it has BMD0 Reading and Writing and a BMD0 renderer, and it includes an export feature to json.
http://code.google.com/p/poke-tools/


WHY must I suck at programming and compiling. WHY. :x Cgywin keeps beating me up with errors. lol
User avatar
Mirrorman95
ultra-veteran
ultra-veteran
Posts: 355
Joined: Tue Jul 20, 2010 2:08 am
Has thanked: 16 times
Been thanked: 24 times

Re: Kingdom Hearts MDLX and Re:coded File Viewer (Request?)

Post by Mirrorman95 »

I have Vista and Ubuntu. How do I compile poke-tools so I can use it?
BBSFM and KH2FM+ saves are compatible with KH2.5. viewtopic.php?t=13424
User avatar
SoftIce
veteran
Posts: 98
Joined: Sun Jan 23, 2011 5:31 am
Has thanked: 5 times
Been thanked: 2 times

Re: Kingdom Hearts MDLX and Re:coded File Viewer (Request?)

Post by SoftIce »

Mirrorman95 wrote:I have Vista and Ubuntu. How do I compile poke-tools so I can use it?
I have XP and an ancient rock of a computer. But I have cygwin as a compiler. I'm able to run the build script and it compiles the .c and .h files with no problem, but when g++ tries to link to the open gl library, it fails because it can't find them. (even though I have them downloaded.) Woa is me.

I'm a perfectionist, so even if I 'wing it' with vert placement, I'm still not happy. I'm going to redo my unhooded xion now that I can see the vert placement with console tool. But for now I'm focusing on unhooded xion (cause honestly, I want her head lol).

It also seems that ogle and 3dvia split faces up that are otherwise unsplit when viewed with both console tool and nsbmd, which makes it harder in maya when I start unscrambling things.

I made up a little basic template for myself that has the general placement of the verts for the model from the front and back, but because the model ends up with faces split up that were otherwise whole, the model doesn't exactly match my template. lol yay for confusion.

What I really wish was that console tool had a simple front/back/side/top view that was not perspective/orthographic/etc, cause even looking at the model face on there has to be distortion from the projection.

Here's my template thing, it might be of use if anyone else decides to unscramble a model: if you want a larger version just PM me, cause I resized this one so it wasn't LOLHUGE.

yellow verts are ones that run along the 'seam' or whatever, where the front and back of the model meet and merge together.

Image

One more thing: the back robe part from the waist down also has a set of duplicate verts/faces that don't connect to the model. It's like they copied the entire thing and just cloned it and moved it forward just a bit. The only difference is one vert merges with its counterpart from the original lower part of the robe.

Here's a pic, I circled the vert that verges with its counterpart.

Image




I'm working on a side view, because there's no depth data here. It's also 'general' placement because the view I used as a reference is perspective, so there's distortions. But it's the general vicinity that the verts should be in. When I load the model in maya the arms are inverted and the robe is rotated the wrong way, and two verts that belong to the robe are flung way way far away from the model.

I'm making this mostly so that I'll know if something's way off with my attempt at fixing things. I don't want to place a robe vertex that should be up around the top of her boot all the way at the bottom of her feet, for example. Or have the top seam of her robe end up rotated so it's on the bottom on accident. Or something equally wacky (cause it's honestly hard to tell, and it looks 'right-ish' even if it's totally not.)

here's one of the shots I took as reference for the front and back template:
Image
User avatar
Mirrorman95
ultra-veteran
ultra-veteran
Posts: 355
Joined: Tue Jul 20, 2010 2:08 am
Has thanked: 16 times
Been thanked: 24 times

Re: Kingdom Hearts MDLX and Re:coded File Viewer (Request?)

Post by Mirrorman95 »

SoftIce wrote:
Mirrorman95 wrote:I have Vista and Ubuntu. How do I compile poke-tools so I can use it?
I have XP and an ancient rock of a computer. But I have cygwin as a compiler. I'm able to run the build script and it compiles the .c and .h files with no problem, but when g++ tries to link to the open gl library, it fails because it can't find them. (even though I have them downloaded.) Woa is me.

I'm a perfectionist, so even if I 'wing it' with vert placement, I'm still not happy. I'm going to redo my unhooded xion now that I can see the vert placement with console tool. But for now I'm focusing on unhooded xion (cause honestly, I want her head lol).

It also seems that ogle and 3dvia split faces up that are otherwise unsplit when viewed with both console tool and nsbmd, which makes it harder in maya when I start unscrambling things.

I made up a little basic template for myself that has the general placement of the verts for the model from the front and back, but because the model ends up with faces split up that were otherwise whole, the model doesn't exactly match my template. lol yay for confusion.

What I really wish was that console tool had a simple front/back/side/top view that was not perspective/orthographic/etc, cause even looking at the model face on there has to be distortion from the projection.

Here's my template thing, it might be of use if anyone else decides to unscramble a model: if you want a larger version just PM me, cause I resized this one so it wasn't LOLHUGE.

yellow verts are ones that run along the 'seam' or whatever, where the front and back of the model meet and merge together.

Image

One more thing: the back robe part from the waist down also has a set of duplicate verts/faces that don't connect to the model. It's like they copied the entire thing and just cloned it and moved it forward just a bit. The only difference is one vert merges with its counterpart from the original lower part of the robe.

Here's a pic, I circled the vert that verges with its counterpart.

Image




I'm working on a side view, because there's no depth data here. It's also 'general' placement because the view I used as a reference is perspective, so there's distortions. But it's the general vicinity that the verts should be in. When I load the model in maya the arms are inverted and the robe is rotated the wrong way, and two verts that belong to the robe are flung way way far away from the model.

I'm making this mostly so that I'll know if something's way off with my attempt at fixing things. I don't want to place a robe vertex that should be up around the top of her boot all the way at the bottom of her feet, for example. Or have the top seam of her robe end up rotated so it's on the bottom on accident. Or something equally wacky (cause it's honestly hard to tell, and it looks 'right-ish' even if it's totally not.)

here's one of the shots I took as reference for the front and back template:
Image
But will you release an OBJ of this model when you're done?
BBSFM and KH2FM+ saves are compatible with KH2.5. viewtopic.php?t=13424
User avatar
SoftIce
veteran
Posts: 98
Joined: Sun Jan 23, 2011 5:31 am
Has thanked: 5 times
Been thanked: 2 times

Re: Kingdom Hearts MDLX and Re:coded File Viewer (Request?)

Post by SoftIce »

Yep. When I get it sorted out I'll post an obj and a dae for anyone that wants them. Darn. if only console tool had a way to rip the 3d data. :roll:
User avatar
Mirrorman95
ultra-veteran
ultra-veteran
Posts: 355
Joined: Tue Jul 20, 2010 2:08 am
Has thanked: 16 times
Been thanked: 24 times

Re: Kingdom Hearts MDLX and Re:coded File Viewer (Request?)

Post by Mirrorman95 »

SoftIce wrote:Yep. When I get it sorted out I'll post an obj and a dae for anyone that wants them. Darn. if only console tool had a way to rip the 3d data. :roll:
I doesn't, for the time being, except for geometry.
BBSFM and KH2FM+ saves are compatible with KH2.5. viewtopic.php?t=13424
User avatar
SoftIce
veteran
Posts: 98
Joined: Sun Jan 23, 2011 5:31 am
Has thanked: 5 times
Been thanked: 2 times

Re: Kingdom Hearts MDLX and Re:coded File Viewer (Request?)

Post by SoftIce »

wait, console tool can rip geometry???
User avatar
Mirrorman95
ultra-veteran
ultra-veteran
Posts: 355
Joined: Tue Jul 20, 2010 2:08 am
Has thanked: 16 times
Been thanked: 24 times

Re: Kingdom Hearts MDLX and Re:coded File Viewer (Request?)

Post by Mirrorman95 »

SoftIce wrote:wait, console tool can rip geometry???
No, I mean the geometry loads correctly in v02b, and in that version you can rip the geometry with 3D Via Printscreen.
BBSFM and KH2FM+ saves are compatible with KH2.5. viewtopic.php?t=13424
User avatar
SoftIce
veteran
Posts: 98
Joined: Sun Jan 23, 2011 5:31 am
Has thanked: 5 times
Been thanked: 2 times

Re: Kingdom Hearts MDLX and Re:coded File Viewer (Request?)

Post by SoftIce »

Mirrorman95 wrote:
SoftIce wrote:wait, console tool can rip geometry???
No, I mean the geometry loads correctly in v02b, and in that version you can rip the geometry with 3D Via Printscreen.

oh oh! you mean that version of console tool? zomg so off to do that now. and I swear that one vertex is just not there when i load the model into maya. The last vertex on her robe on the back. It like doesn't exist in maya. So confusing. :oops:

Edit: Nooooooooo, version 02b loads the skeleton for xion incorrectly. lol And it lags the heck out of my comp. back to square one. But maybe it'll capture that one vertex that was missing otherwise. That way I can actually fix it.

Edit2: And it doesn't capture it on mine. whyyyy. Crap. I have the latest 3dvia printscreen thing too. If it still can't can you upload a capture you made if I upload the bdm0 model? lol
Post Reply