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MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES

Post questions about game models here, or help out others!
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Re: MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES

Post by ultimaespio »

Yaz0r's dumper is the way to go. When it's got everything, the anb files are in the folder called anm, then they are split by worlds, so like al is aladdin and bb beauty and the beast.
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Re: MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES

Post by Xemnass »

Oh.... My God XD Sorry, I don't search in this folder I searched only in the obj folder Using the KHDumperX thankyou verymuch =D
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Re: MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES

Post by Mirrorman95 »

Xeeynamo's dumper dumps more ANBs than Yaz0r's. When yaz0r's dumper came out, I bruteforced several filenames referenced in the ARD files and came up with several ANBs yaz0r didn't even have. When I used Xeeynamo's dumper, it found all the other ANB files I was looking for. Among those files include animations for Riku's Guardian, so I'd suggest using Xeeynamo's dumper, KH2DumperX, instead of yaz0r's.
BBSFM and KH2FM+ saves are compatible with KH2.5. viewtopic.php?t=13424
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Re: MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES

Post by Xemnass »

yhea XD in fact I've used indeed the KHDumperX
=D
but... I had a question... XD

From the DAT files how can i convert it into a readable animations into 3DSMAX, like ( *. )PSA??? =D =D =D =D =D
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Re: MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES

Post by Mirrorman95 »

revelation wrote:Sorry to be a bit of a downer, but the MSET format structure is actually rather easy. Unfortunately it is the processing of the data that is the difficult part.

KH2 computes its Inverse Kinematics code through a series of EE and COP2 (VU0) instructions, which can make it a bit of a pain to statically reverse. Unfortunately pcsx2's debugger functionality is no longer operational, and even in older builds was only so useful. As such, even i don't think you will find an easily understandable form of the MSET IK processing. But hey, we can use all the help we can get.

i already have preliminary KH2 animation support in my Noesis plugin, but current only 'raw' animations work correctly, as they are simply sampled matrix key frames. Unfortunately most animations of interest do not use 'raw' animations, and the other format sadly is not in a form that can be directly sampled to get correct results without proper IK handling. Really wish the animations would have at least be in a default state when IK processing was not applied, but this is unfortunately not the case (similar to the reason i have not finished SF4 animations either).

i am currently investigating better ways to debug the emulated ps2 instructions (as well as code for other emulated platforms), so that i can get a better picture of the results of the COP2 instructions. Will have to see how far i get once i can make time for everything. If i don't head in a different direction first i might try letting pcsx2 sit for a while until it hopefully hits the function address i need, heh.

Oh, and you probably could have simply asked kkdf2 for more information and/or source if you really had an interest in investigating the way the programs work (seems to check these forums quite regularly i believe). But i guess .NET is very nice in the regard it is easily disassembled/decompiled from IL into native code.
How do you load those animations in Noesis?
BBSFM and KH2FM+ saves are compatible with KH2.5. viewtopic.php?t=13424
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Re: MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES

Post by Shapyi »

Xemnass wrote:yhea XD in fact I've used indeed the KHDumperX
=D
but... I had a question... XD

From the DAT files how can i convert it into a readable animations into 3DSMAX, like ( *. )PSA??? =D =D =D =D =D
Unfortunately I do not have the time to write a converter. Also, I don't know enough about the PSA format to create one. Just remember the *.dat file is just the final transform matrices for each frame of the animation. You're probably going to have to recalculate the local transform for each bone using the method I posted. Good luck.
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Re: MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES

Post by Xemnass »

Shapyi wrote:
Xemnass wrote:yhea XD in fact I've used indeed the KHDumperX
=D
but... I had a question... XD

From the DAT files how can i convert it into a readable animations into 3DSMAX, like ( *. )PSA??? =D =D =D =D =D
Unfortunately I do not have the time to write a converter. Also, I don't know enough about the PSA format to create one. Just remember the *.dat file is just the final transform matrices for each frame of the animation. You're probably going to have to recalculate the local transform for each bone using the method I posted. Good luck.
mhm.... You are right so I have to recaculate the trasform(Translations,rotations, etc...) for all bones in a nuthshell XD

Allright now i will fugure t out but I hope if revelations or anybody want to helop me i will be so happy=D
Regarding the PSA conversion, i mean the Export Processo of Noesis =D Indeed, if we make a new plugin we can export it as PSK, fro the mesh, and PSA for the animations, and importing it whit the Actor X script in 3ds Max or else =D
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Re: MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES

Post by Xemnass »

I had a question, how I can "see" into the file???

I mean, see the math proces, the peretions, and the entire Matrix?

Anyone which could help can ask me to PM =D

We need help for finish and check out the Marix, and let Noesis read and export it =D
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Re: MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES

Post by Xemnass »

Ladies and Gentleman I show you other stuff which I found in the KKdf2 Archieve I decrypt the password of the Pack and I've repacked all of the 5 pack in one only pack whcihi I Hosted on Mediafire:

http://www.mediafire.com/?7yzffjcqcrknlxr


Let me know if this stuff can be usefull.

This Pack Contain:

MDLX, ANIM, TIM, PNG AND DECRYPTING PROJECT =D =D =D =D =D
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Re: MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES

Post by Xemnass »

Some News:

Unfortunately, if nobody can help me.. Can't read nothing fro the dat.. even because is full of incompresible character ( @#[òèùòèù1òòwàqùeòàùeqòrq#]@#ùr[òw€]r@èàwròwèwer€]@]@<òdès+dòr+ròwe+èrwò+r+4ò76è+86ò-6.++ )

At the same time... playing around some debugging, log and even the usefull kkdf2 documentations I've understood
some things:

All file named as:|-------------------------|Are:

B_..... --------------------------|Battle Model
F_..... --------------------------|Misc. Some model + Object
H_.... --------------------------|Speakable Character ( which contains month, eyes.... and their relativ bones )
M_.... --------------------------|Enemies Model ( Heartless - Nobodies )
N_.... --------------------------|NPC Model ( Non Playable Character )
P_.... --------------------------|Portrait Model ( Same as up )
W_.... --------------------------|Weapon Model ( Sora, Goofy and Donald )
WM_.... --------------------------|World Map Model ( World Model, World Map, Gummyship(only the gumiship which is in the world Map not else) )


During my test I understood even that there isn't any MSET for F model or H model..... or.... this was what I thougth..... but this, there isn't the true.....

My strange attentions towards the anb was unleashed by this things hihihi XD

Indee, I found ANB only for this kind of model =D there was realy a few anb for model which had yet their own MSET..... but.... unfortunately.... some H anb.... messup the mounth and the eyes =D


Soon I will release a list of all Model and their relativ content =D
=D
=D
=D
=D

Let me know if you find this usefull =D
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Re: MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES

Post by Xemnass »

As I said before I'm working on a List which Rcan show the Model Name and his relativ Content.
For Example:

Code: Select all

P_EX120_NPC_RED.mdlx   - Red Dredssed Sora -
P_EX130.mdlx - Roxas's Shadow -
P_EX200.mdlx - Mickey - Completely Dressed as Org. XIII -
P_EX210.mdlx - Mickey - Dressed as Org. XIII -
P_EX220.mdlx - Mickey -
P_EX230.mdlx - Mickey whit Nobile Chain -
P_EX330.mdlx - Peter Pan -
P_EX340.mdlx - Trilli ( Peter Pan Fairy ) -
P_EX350.mdlx - Chicken Little -
P_EX360.mdlx - Nothing -
P_HE000.mdlx - Auron -
P_LK000.mdlx - Simba -
P_LK020.mdlx - Donald - 
P_LK030.mdlx - Goofy - Turtle
P_LK100.mdlx - Sora - Lion -
P_LM100.mdlx - Sora - Atlantica -
P_MU000.mdlx - Mulan -
P_MU010.mdlx - Mulan - Ping -
P_NM000.mdlx - Jack Skeleton -

Now I will Post a Screenshots of my Hard Work.

This List I suppose to share whit you, Opening A new topic and Updating the first post of this topic =D

The list is:

+MDLX LIST
|--B Model
|-----------F Model
|--------------------H Model
|-----------------------------M Model
|--------------------------------------N Model
|-----------------------------------------------P Model
|--------------------------------------------------------W Model
|------------------------------------------------------------------WM Model

Dividing:

Sora Form
Sora Weapon
Donald Weapon
Goofy Weapon
"Guest Weapon"

Into a Special Secction for Each

Even, I add the Map List Thanks for Mirrorman for the short list which he Post in the KH2 Map Files Topic.... unfortunately His List is incomplete and still a lot of thing and even entire world... so I will Add the stil part by my self seeing the map and playing around the game =D


My list is Based on the Xeeniamos KHDumperX the most complete.

Obviusly some Model havefor example:
P_H534_TSURU.MDLX
or
P_H534_MASTU.MDLX
or
P_H534_RTN.MDLX
or
P_H534_MEMO.MDLX

I skip this because this model is used or in the Journal or in anotehr situations but is always the same model of the Beggining model ( in this example P_H534.MDLX ).
I Skip also the Mset file obviusly XD

Let me know if this list can be usefull =D

Comment please =D




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Re: MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES

Post by kkdf2 »

Hi.

I have received pm from Xemnass.

oh how can i help you?

the answer is almost here. Shapyi has done great job! it will be totally good idea to write down the matrix data.


i considered whether writing Noesis plugin is good idea or not.

hmhm. here is a report: how Noesis plugin can play animation.

Quake 2 -- http://www.youtube.com/watch?v=5i9aQ05VEdo (md2)

Doom 3 -- http://www.youtube.com/watch?v=LwJwQhw9GXc (md5anim/md5mesh)

EDIT: I assumed that the existing plugins displayed the visual about only selected file. KH2 is separating the model/anim files like md5mesh/(anb or mset?). Thus, ...

if we can write the plugin, it'll display only the bone set? it is serious problem!


it'll be useful to create a converter which can convert from mdlx/mset into XXX format. maybe it'll be good news if Noesis can display XXX in the future.


XXX?

collada dae?

blender import/exporter?

DirectX X format?


known issue:

hi poly model animation and roxas need a kind of skin weight feature. they use it.


good idea?

Thanks
Last edited by kkdf2 on Sun Aug 14, 2011 12:43 pm, edited 1 time in total.
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Re: MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES

Post by Xemnass »

kkdf2 wrote:Hi.

I have received pm from Xemnass.

oh how can i help you?

the answer is almost here. Shapyi has done great job! it will be totally good idea to write down the matrix data.


i considered whether writing Noesis plugin is good idea or not.

hmhm. here is a report: how Noesis plugin can play animation.

Quake 2 -- http://www.youtube.com/watch?v=5i9aQ05VEdo (md2)

Doom 3 -- http://www.youtube.com/watch?v=LwJwQhw9GXc (md5anim/md5mesh)


if we can write the plugin, it'll display only the bone set? it is serious problem!


it'll be useful to create a converter which can convert from mdlx/mset into XXX format. maybe it'll be good news if Noesis can display XXX in the future.


XXX?

collada dae?

blender import/exporter?

DirectX X format?


known issue:

hi poly model animation and roxas need a kind of skin weight feature. they use it.


good idea?

Thanks



First, Thanks to you for joining to this project =D
And Sorry again fo the sources :wink:


@However, for what regarding Noesis Plugin:

How Noesis interprets the animations and show them is different from a game to another game, for example, try to see how Noesis read the GMO from Final Fantasy Dissidia.

Inded, we have, in fact, two problem:
1)Solving the Matrix;
2) Write down a plugin which can interpret and the Mesh and his relativ Animations File, as do you viewer =D



@Converter:
Looking in your achieve, I found khviimap.... It is a beautifull viever =D
For the OCnverter... after all, is A GOOD IDEA even this, inded, I thought that:

The converter, may can do this things:
Convert MDLX+MSET to:
PSK-PSA
DAE

Even:
View the MAP and Export the Collision as do khviimap, but unfortunately, the script make an error when is executed in Blender... =(

Maybe we can do a script for MAX ( more used ) =D


Sorry if i continue to say the export in PSK(MESH) PSA(ANIM) but is the easyest way, according my tutorial, for import: Bone, Mesh and Animation =D


For the converter I can do teh GUI and the localizzation in Italian And Spanish =D


But we are digressing.... XD


Our Primary purpose is Solve this Matrix !!! I suppose =D =D =D =D =D


Let me know =D =D =D =D =D

I added you to MSN =D


Yuo are right for the skin weight feature.
But we need to find even.... a weird things to understand and which the Square Enix use in a lot of his game and you know that is still Unknow:

The Patch Image Mechanism =D *da-da-da-dannnnn* XD
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Re: MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES

Post by revelation »

Hmmm, i guess if i had wanted to i could have taken the route Shapyi did from the beginning and simply output the matrix information from kkdf2's application. The first 2 parts of the KH2 MSET processing is just so simple it really didn't need the overhead of emulating the ps2 instructions for it, but at the same time the 3rd part (IK?) relies on the way other data is setup in memory by that code. So with that, and other reasons, i decided it would be more beneficial to completely decipher the way the IK processing worked. i will be continuing to so once i have more time.

But i suppose in the interest of others i could fairly easily add support for processing the matrix information output by Shapyi's method for now until that time comes. Would require running all the MSET files through that conversion process first though, but in the end should work for the purposes of most. i could also probably take the time to convert the emulation code to c++ in order to do the conversion directly, but it would not be entirely worth it in the end, so i may list that as a last resort.

i'll try and take a look at the matrix data being output, and see if i can make time for adapting it as a temporary option to allow support for the more complex animation files. i still need to look into the ANB and other animation related data as well...

Dinoguy1000 wrote:PCSX2 is open source; if you have the time, you could always contribute towards better debugging support in it. :wink:
This is something i have also planned on looking into...

Will have to see how things go, heh.
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Re: MSET RESEARCH PROJECT + FILES UPLOADED + SOURCES

Post by Xemnass »

revelation wrote:Hmmm, i guess if i had wanted to i could have taken the route Shapyi did from the beginning and simply output the matrix information from kkdf2's application. The first 2 parts of the KH2 MSET processing is just so simple it really didn't need the overhead of emulating the ps2 instructions for it, but at the same time the 3rd part (IK?) relies on the way other data is setup in memory by that code. So with that, and other reasons, i decided it would be more beneficial to completely decipher the way the IK processing worked. i will be continuing to so once i have more time.

But i suppose in the interest of others i could fairly easily add support for processing the matrix information output by Shapyi's method for now until that time comes. Would require running all the MSET files through that conversion process first though, but in the end should work for the purposes of most. i could also probably take the time to convert the emulation code to c++ in order to do the conversion directly, but it would not be entirely worth it in the end, so i may list that as a last resort.

i'll try and take a look at the matrix data being output, and see if i can make time for adapting it as a temporary option to allow support for the more complex animation files. i still need to look into the ANB and other animation related data as well...

Good =D However All kind of help that you need do not hesitate ask to us it is, after all, this is our finaly purpose.

However the converter is even a good idea so I think that we can carry out these two projects in parallel also even:
The Plugin and the converter , may can have the same function =D

However I want to help everybody please, tell me what I have to do =D whit each of two projects =D =D =D =D =D
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