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[Request]Virtual On Oratorio Tangram Ver.5.66
Posted: Tue Jan 10, 2012 8:21 am
by dj082502

Hello all.
I'm trying to rip models from Virtual On Xbox360.
Unfortunatly i don't have the skill of converting.
I hope someone can help.
*.mg2 texture file (ninja-style pvr image.)
*.mrg ??
*.mt ??
delete
Thanks in Advance!
Re: [Request]Virtual On Oratorio Tangram Ver.5.66
Posted: Fri Feb 10, 2012 10:22 am
by dj082502
Here are pvr2tga sample.
http://www.mediafire.com/?ome271ajfv1f2ip
Can someone help me to convert models?
Re: [Request]Virtual On Oratorio Tangram Ver.5.66
Posted: Fri Feb 10, 2012 11:00 am
by finale00
The model format is quite messy.
Upload more models. It's the mg2 files.
Re: [Request]Virtual On Oratorio Tangram Ver.5.66
Posted: Fri Feb 10, 2012 11:28 am
by dj082502
finale00 wrote:The model format is quite messy.
Upload more models. It's the mg2 files.
Here are some more mg2 samples.
delete
Re: [Request]Virtual On Oratorio Tangram Ver.5.66
Posted: Sat Feb 11, 2012 5:20 am
by dj082502
I'm embarrassed to ask, could you have a look at this? too.
bin file from Dennou Senki Virtual On Force
delete
Re: [Request]Virtual On Oratorio Tangram Ver.5.66
Posted: Sun Feb 12, 2012 2:18 pm
by dj082502
Does anybody interested in this post?
Re: [Request]Virtual On Oratorio Tangram Ver.5.66
Posted: Sun Feb 12, 2012 7:28 pm
by howfie
I looked at Virtual On when you originally posted the samples in January; it looked difficult. What finale says is true; the data is a mashed up piece of junk and there was no index buffer.
Re: [Request]Virtual On Oratorio Tangram Ver.5.66
Posted: Sun Feb 12, 2012 7:32 pm
by finale00
Maybe it is like those other formats where you string together a bunch of vertices and those are your faces.
And I was wrong, mg2 was the textures that you already have the tool for lol
I meant mrg.
Anyways if you look at the mrg's close enough, you'll see that for each bunch of floats (coords? normals?) there's an integer before it that indicates how many coords there are.
Each struct is 16 bytes. after that you get some odd stuff, and then back to your 16-byte structs again.
So in the fei1a.mrg example, after all those (offsets and counts) at the beginning, at offset 968 you get your first integer (15), followed by 15*16 floats, followed by (stuff). Skip past that stuff, and at offset 1952, you start again with your integer (14), followed by 14*16 floats, followed by (stuff).
This is the pattern I've observed anyways.
Code: Select all
#header
<offsets and counts>
#each section
loop {
<floats and stuff>
int32 count
count*16 floats
int32 count2
<stuff>
}
Re: [Request]Virtual On Oratorio Tangram Ver.5.66
Posted: Sun Feb 12, 2012 7:41 pm
by howfie
Could be; sucks that there are only maybe 4-5 people around here actively trying to rip games.
EDIT:
Cool, go finale go! Going to pick this one up?
Re: [Request]Virtual On Oratorio Tangram Ver.5.66
Posted: Sun Feb 12, 2012 7:50 pm
by finale00
No, I prefer human girl models, not humanoids.
Plus I don't know a lot about non-indexed face drawing.
But more mrg models would be nice, so I can verify that the patterns are correct.
Anyways you'll see in the header that it starts with 4 integers (where the last 2 are a little smaller than the filesize).
Then you read in two integers, numSections, unk.
Using the example in the OP,
numSections = 112
unk = 10733
Let us suppose that numSections was in fact the number of different sections.
Code: Select all
numSections {
int32 offset
int32 unk
}
If you seek to each offset, and then skip another 68 bytes, you'll find yourself at an integer that indicates how many of those 4-float structs there are.
This applies for a random number of offsets I picked.
So maybe something like
Code: Select all
struct Vertex {
float[4] ?
}
struct Section {
68 bytes
int32 numVerts
numVerts Vertex
int32 count2
<stuff>
}
Each section is fairly small, so a pattern for that <stuff> can't be too hard to find.
Of course since you already have an offset table, you can just skip that and hope the vertices make sense.
Re: [Request]Virtual On Oratorio Tangram Ver.5.66
Posted: Sun Feb 12, 2012 8:04 pm
by finale00
K, it sorts of looks like a head.
.............
Clearly my imagination runs wild.
More mrg samples plz.
Re: [Request]Virtual On Oratorio Tangram Ver.5.66
Posted: Sun Feb 12, 2012 8:25 pm
by dj082502
Thank you for your interest.
Here are all mg2 and mrg files.
delete
Re: [Request]Virtual On Oratorio Tangram Ver.5.66
Posted: Sun Feb 12, 2012 8:34 pm
by finale00
lol nice, all models.
Well this looks kind of funky. I have no idea what it is, and it's probably wrong, but all those spirals are pretty amusing.
The <stuff> right after the <vertices> seems to have indices. If you highlight FF FF FF FF you'll find that the number of results for each section is the same as the count provided.
But some of them are 36 byte structs while others are 40 byte structs.
Re: [Request]Virtual On Oratorio Tangram Ver.5.66
Posted: Sun Feb 12, 2012 8:37 pm
by howfie
lol
Re: [Request]Virtual On Oratorio Tangram Ver.5.66
Posted: Sun Feb 12, 2012 8:45 pm
by finale00
You know if you look carefully at the first image I posted, you can sort of see those heart shaped bows in the OP's image. But her body doesn't make any sense to me. Maybe they launch projectiles as well like gundams? Or have like upgrades and all? Maybe you can buff them up with massive shields. Maybe in-game they activate some sort of barrier like field that results in those massive spirals around the base body.
Maybe......
Anyways the map files looks really different from the models.
It's possible that I'm not parsing it correctly.
Some of the mrg's are just textures too wtf, like segalogo.mrg. It just has a pvrt file.