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(PC) Mega Man X8 WSX/WPG

Posted: Fri Nov 18, 2011 12:25 am
by Darkfox
The contents of this post was deleted because of possible forum rules violation.

Re: (PC) Mega Man X8 WSX/WPG

Posted: Sun Nov 20, 2011 6:24 pm
by Darkfox
Looking into it more, seems a downside is that the bones are not given names... also seems to contain more than one model per WSX, like sub-models for projectiles. Though I am very certain of these being models.

Re: (PC) Mega Man X8 WSX/WPG

Posted: Sat Nov 26, 2011 2:22 pm
by Darkfox
Closeup of his in-game model:

http://i148.photobucket.com/albums/s1/N ... vile3d.jpg

And a WSX may actually contain several models. Not just one. The main character model, texture association, and sub-models. I also still believe there are also animations in there too and a bone index.

Re: (PC) Mega Man X8 WSX/WPG

Posted: Mon Nov 28, 2011 6:53 am
by howfie
Ordered game. I'll help you take a look at this after dec. 10 if no one else does it in the meantime.

Re: (PC) Mega Man X8 WSX/WPG

Posted: Mon Nov 28, 2011 11:34 am
by Darkfox
Oh hey, thanks! That would be very appreciated. :D

Re: (PC) Mega Man X8 WSX/WPG

Posted: Sun Dec 11, 2011 7:33 am
by howfie
OK, time to look at this now... any information that you already have about the locations of the textures would give me a head start on that. I think you said some textures were weird... the locations on those would be nice too. Other than that... time to get started.

Re: (PC) Mega Man X8 WSX/WPG

Posted: Mon Dec 12, 2011 1:28 am
by Darkfox
Textures are in the opk folder sub-folder wrg. The wrg files are mostly raw 32-bit, but some have what seems to be colormaps and are like 8-bit textures.

Re: (PC) Mega Man X8 WSX/WPG

Posted: Tue Dec 13, 2011 3:48 pm
by howfie
Yep, 8-bit textures. Most WPG files contain multiple textures. Each image is prefaced with a 0x12-byte header. So if you can read a header without hitting EOF, read another image, etc. Palette is 3*256 bytes and in BGR order. Bitmap palettes use RGBQUAD so you have to append a 0 alpha. The first DWORD in the header determines if file is 8-bit or 32-bit. Easy peazy. Time to work on the model format now.

Image

Re: (PC) Mega Man X8 WSX/WPG

Posted: Tue Dec 13, 2011 6:30 pm
by Darkfox
Great! but what did you use to convert them? As far as I could tell, TiledGGD cannot view them properly. Only with the 32-bit ones it can.

Re: (PC) Mega Man X8 WSX/WPG

Posted: Tue Dec 13, 2011 6:39 pm
by howfie
C++. TileGGD can't do it because of the 24-bit palette table; it probably needs the palette to be 32-bits for it to recognize it as a bitmap. Texture extractor posted below. The model format is quite a bit harder... every section in a model file uses a 0x6C to mark it and can't really find cues to get to the actual data. There is also no obvious index buffer but I do see obvious vertex formats... going to try dumping hard-coded vertices sometime later.

EDIT: Xentax won't let me attach even a 20 KB file at the moment ha ha ha. Will try again later.
EDIT: There we go. Just place exe in game root directory and run it and wait. Written for PC version of the game.

Re: (PC) Mega Man X8 WSX/WPG

Posted: Wed Dec 14, 2011 5:00 am
by finale00
Post a couple more models.

I'm guessing the third section (in the order they are referenced in the offset table) is the largest and probably contains the mesh info?

Each section has a very similar structure though o.O

Re: (PC) Mega Man X8 WSX/WPG

Posted: Wed Dec 14, 2011 10:13 am
by Darkfox
The contents of this post was deleted because of possible forum rules violation.

Re: (PC) Mega Man X8 WSX/WPG

Posted: Sat Dec 17, 2011 4:24 am
by mariokart64n
the wsx filesystem looks simple
LONG: Count
LONG: Data Size
LONG: Offsets (Loop*Count)

I broke down wsx and examined the parts individually.. each part is different, and I haven't found out what all the components do.

anyway I did find the geometry component, holding the vertex info. but I'm not sure how to read through the file yet. just as a test I hardcoded the offset and imported the vertex data.

Image

in file:PL_A.wsx @ 0xFBE6, each vertex definition is 60bytes long. XYZ,nX,nY,nZ,N,U,V
at that particular offset the count was 6974, I need to back trace the number to see where the geometry definitions are stored.

Re: (PC) Mega Man X8 WSX/WPG

Posted: Sat Dec 17, 2011 4:30 am
by howfie
Cool. When I have ssome time I'll see if I can use your info to finish up an extractor. So many games so little time :). Triangles in the legs look a little off. Was there an index buffer?

Re: (PC) Mega Man X8 WSX/WPG

Posted: Mon Jan 02, 2012 1:08 pm
by Darkfox
pretty good! Some mess with a few triangles as howfie said but is a great deal of progress on the model format. Glad to see the UV mapping there as well.

Wonder what is causing those messy triangles? But is greatly intact overall! Hopefully will be able to read the data. I still believe some of the elements is animation data and a kind of bone system but the bones aren't named like most games, just values, or the names are Japanese... but that wouldn't be very Capcom-like. But first things first...