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Re: sonicomi super sonico

Posted: Tue Sep 11, 2012 8:17 pm
by finale00
I imagine the reason why the other extractor didn't work is because it hardcodes a lot of things.
It's a simple format, but if you're assuming things like vertex come first followed by normals etc, it'll fail on different types of models.

It's a very structured format where curly braces are used as delimiters to indicate chunks of data and a chunk tag describes what chunk follows.

Code: Select all

MeshBlah {
   VRTX {
      <binary vertex data>
   }
   Face {
      <binary face data>
   }
   ...
}
I would expect there to be arbitrary chunks, but maybe they decided to store them in the same order (cause they write it out in that order)

They then decide to stick a bunch of ASCII material chunks in the format lol talk about indecisiveness...

EDIT: nvm, I don't know why the other extractor doesn't work. It's the same set of chunks looping for different meshes.

Re: sonicomi super sonico

Posted: Tue Sep 11, 2012 11:15 pm
by weling2010
Ares722 wrote:Actually there is only a japanese an incomplete extractor tool, which is able to convert only the character models to mqo, with uv, but
without normals and bones. textures are automaticlly extracted, even if i'm not sure it's extract all the textures...some of them seem missed. The beautiful stages of this game are not supported by extractor even if the format seems the same, using the hex editor...maybe i missed something. this is an old render ( i remember i had to smooth it manually in max, cuz there was not normals)

Image

I can't remember the name of the tool but if u are interested i should have somewhere on my hhdisk...maybe it can help to create a complete extractor.

Ps: if u need some sample of the stages i have the game.

you know where is the main model i can't find texture face

Re: sonicomi super sonico

Posted: Fri Sep 14, 2012 11:56 am
by Ares722
finale00 wrote:I imagine the reason why the other extractor didn't work is because it hardcodes a lot of things.
It's a simple format, but if you're assuming things like vertex come first followed by normals etc, it'll fail on different types of models.

It's a very structured format where curly braces are used as delimiters to indicate chunks of data and a chunk tag describes what chunk follows.

Code: Select all

MeshBlah {
   VRTX {
      <binary vertex data>
   }
   Face {
      <binary face data>
   }
   ...
}
I would expect there to be arbitrary chunks, but maybe they decided to store them in the same order (cause they write it out in that order)

They then decide to stick a bunch of ASCII material chunks in the format lol talk about indecisiveness...

EDIT: nvm, I don't know why the other extractor doesn't work. It's the same set of chunks looping for different meshes.
I suppose u are right. Thanks for explanation. So the extractor crashes mainly because the elements of the stage files that have to process and convert are too much. I didn't notice any difference in the structure file format between character files and stage files with the hex editor as u already said. I'm too lazy to extract the meshes manually, plus the uv coordinates ,etc lol ...I may use the "old" method using a 3d ripping tool directly on the game. It should work.