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[XBOX] OTOGI 1 & 2 char, item, maps ? (.dat & .mdl)
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Re: [XBOX] OTOGI 1 & 2 char, item, maps ? (.dat & .mdl)
The weapons might be stored with the model for some reason. Anyways the import is stuck until the faces are figured out.
- zaykho
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Re: [XBOX] OTOGI 1 & 2 char, item, maps ? (.dat & .mdl)
Ok I will make some files comparison, I will see if I found something.
EDIT: List updated
------------------------
All unk2, textures and materials.
EDIT: List updated
------------------------
Code: Select all
----------------mat,tex,unk2
*****************
** ITEMS **
*****************
i115 = 3 mat, 3 tex, 96 byte unk2
i118 = 1 mat, 2 tex, 32 byte unk2
i124 = 2 mat, 2 tex, 64 byte unk2
i129 = 2 mat, 3 tex, 48 byte unk2
i500 = 1 mat, 2 tex, 32 byte unk2
*****************
** WEAPONS **
*****************
-------Raikoh----------P000-------------------
player\p000\w000 = 2 mat, 2 tex, 96 byte unk2
player\p000\w001 = 2 mat, 3 tex, 96 byte unk2
player\p000\w002 = 5 mat, 4 tex, 160 byte unk2
player\p000\w003 = 2 mat, 4 tex, 112 byte unk2
-------Kintoki---------P001-------------------
player\p001\w000 = 1 mat, 2 tex, 64 byte unk2
player\p001\w001 = 2 mat, 4 tex, 80 byte unk2
player\p001\w002 = 2 mat, 3 tex, 80 byte unk2
-------Tsuna-----------P002-------------------
player\p002\w000\w000l = 1 mat, 3 tex, 64 byte unk2
player\p002\w000\w000r2 = 1 mat, 3 tex, 64 byte unk2
player\p002\w000\w000r = 1 mat, 3 tex, 32 byte unk2
player\p002\w001\w001l = 1 mat, 3 tex, 64 byte unk2
player\p002\w001\w001r2 = 1 mat, 2 tex, 64 byte unk2
player\p002\w001\w001r = 1 mat, 2 tex, 64 byte unk2
player\p002\w002\w002l = 1 mat, 3 tex, 64 byte unk2
player\p002\w002\w002r2 = 3 mat, 4 tex, 96 byte unk2
player\p002\w002\w002r = 3 mat, 4 tex, 96 byte unk2
-------Sadamitsu-------P003-------------------
player\p003\w000 = 1 mat, 2 tex, 48 byte unk2
player\p003\w001 = 2 mat, 3 tex, 112 byte unk2
player\p003\w002 = 2 mat, 3 tex, 112 byte unk2
-------Suetake---------P004-------------------
player\p004\w000\w000l = 1 mat, 2 tex, 48 byte unk2
player\p004\w000\w000r = 1 mat, 2 tex, 48 byte unk2
player\p004\w001\w001l = 1 mat, 2 tex, 48 byte unk2
player\p004\w001\w001r = 1 mat, 2 tex, 64 byte unk2
player\p004\w002\w002l = 1 mat, 2 tex, 16 byte unk2
player\p004\w002\w002r = 2 mat, 3 tex, 64 byte unk2
-------Seimei----------P005-------------------
player\p005\w000\w000l = 0 mat, 0 tex, byte unk2
player\p005\w000\w000r = 0 mat, 0 tex, byte unk2
player\p005\w001\w001l = 0 mat, 0 tex, byte unk2
player\p005\w001\w001r = 0 mat, 0 tex, byte unk2
player\p005\w002\w002l = 0 mat, 0 tex, byte unk2
player\p005\w002\w002r = 0 mat, 0 tex, byte unk2
-------Raikoh(2)--------P006-------------------
player\p000\w000 = 2 mat, 2 tex, 96 byte unk2
player\p000\w001 = 2 mat, 3 tex, 96 byte unk2
player\p000\w002 = 5 mat, 4 tex, 160 byte unk2
player\p000\w003 = 2 mat, 4 tex, 112 byte unk2
- zaykho
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Re: [XBOX] OTOGI 1 & 2 char, item, maps ? (.dat & .mdl)
I have found where CountFace and CountVertex are.
I suggest to use this model, its the most short model (4 ko)
player\p004\w002\w002l = 1 mat, 2 tex, 16 byte unk2
player\p004\w002\w002l.mdl
I suggest to use this model, its the most short model (4 ko)
player\p004\w002\w002l = 1 mat, 2 tex, 16 byte unk2
player\p004\w002\w002l.mdl
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Re: [XBOX] OTOGI 1 & 2 char, item, maps ? (.dat & .mdl)
Where are they?
And how do I read them for larger files with multiple face and vertex groups? (where it matters)
And how do I read them for larger files with multiple face and vertex groups? (where it matters)
- zaykho
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Re: [XBOX] OTOGI 1 & 2 char, item, maps ? (.dat & .mdl)
For find them I have simply exported the 3d model to my 3d software, and looked how many vertices and faces the model have.
Then I have searched the total face and vertex in the model:
player\p004\w002\w002l = 1 mat, 2 tex, 16 byte unk2
player\p004\w002\w002l.mdl
VERTEX: 44 = 2C
FACES: 28 = 1C
I have tested it with the others weapons, and it seems to be exact
About Large files, I have tested this on the Character model (Raikoh "player000") and yes I think they not show the "total vertices/face" of the entire model but each "total vertices/face" of different groups....
The fact is the Total Vertices is always more than the Total Faces, so we can separate them with this.
Then I have searched the total face and vertex in the model:
player\p004\w002\w002l = 1 mat, 2 tex, 16 byte unk2
player\p004\w002\w002l.mdl
VERTEX: 44 = 2C
FACES: 28 = 1C
I have tested it with the others weapons, and it seems to be exact
About Large files, I have tested this on the Character model (Raikoh "player000") and yes I think they not show the "total vertices/face" of the entire model but each "total vertices/face" of different groups....
The fact is the Total Vertices is always more than the Total Faces, so we can separate them with this.
Last edited by zaykho on Wed Aug 22, 2012 2:05 am, edited 1 time in total.
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Re: [XBOX] OTOGI 1 & 2 char, item, maps ? (.dat & .mdl)
The format is incomplete. There are 3 different vertex types, and whenever there is more than one, you need to split up the faces appropriately.
The index count in the header is just the total number of indices.
The index count in the header is just the total number of indices.
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Re: [XBOX] OTOGI 1 & 2 char, item, maps ? (.dat & .mdl)
Haven't looked at it since then. Might look at again later.
- zaykho
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Re: [XBOX] OTOGI 1 & 2 char, item, maps ? (.dat & .mdl)
Posting here a reply to say that I'm writing my own exporter/importer for this game ( already exported a models and re-imported in the game )
With Theme A
And Theme B
I have also fixed the triangle strip issue.
I will post here the script when fully completed.
With Theme A
And Theme B
I have also fixed the triangle strip issue.
I will post here the script when fully completed.
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Re: [XBOX] OTOGI 1 & 2 char, item, maps ? (.dat & .mdl)
those two models are so good. love the theme too. really hope this comes along further! made an account just to follow this thread.
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Re: [XBOX] OTOGI 1 & 2 char, item, maps ? (.dat & .mdl)
Bumping. I've been talking to Zaykho over DM, but he/she has been too engrossed with other projects to find the time to polish the Otogi tools for public consumption. I've used the Otogi Noesis scripts written by Tsukihime to view weapon models and export them for use in Blender--that triangle strip issue is a real pain in the ass, but sometimes just deleting that vertex/face in Blender helps--and it's enough if all you want is weapon models and some field models, like power-ups.
- shakotay2
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Re: [XBOX] OTOGI 1 & 2 char, item, maps ? (.dat & .mdl)
I'm not interested in those models but it could help others to tell what the problem was?
"Otogi tools", "Otogi Noesis scripts": is that the same or two different things?guiltytrace wrote: ↑Wed Jun 02, 2021 1:51 pm Bumping. I've been talking to Zaykho over DM, but he/she has been too engrossed with other projects to find the time to polish the Otogi tools for public consumption. I've used the Otogi Noesis scripts written by Tsukihime to view weapon models and export them for use in Blender--that triangle strip issue is a real pain in the ass,
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
- zaykho
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Re: [XBOX] OTOGI 1 & 2 char, item, maps ? (.dat & .mdl)
There is a section that manage how the strip is handled. It break the mesh in multiple group with different strip, which often, reset before the end of the full strip order.
2 different things, "Otogi tools" is a set of tools that I made to view, export and import assets into the game (Otogi).
As seen here.
There is many many many games that I reversed that use the same set of tools that I made: Panzer Dragoon Orta, Murakumo, Otogi, Project Gotham Racing 2, Wipeout HD/Fury/Omega/VR, DOAX3 Fortune, Driveclub etc.....
And I don't want to release something that isn't fully completed (at least, not until Driveclub stream tool is finished).