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Saint Seiya Soldier's Soul .emo files

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Saint Seiya Soldier's Soul .emo files

Post by Watcher »

hello everyone,recently I tried modding this game's .emo(model) file.the sf4 explorer worked partially,but when I tried to turn off character's sub model(cape and helmet),the model still appeared,only became black,like texture missing.the picture is in the attachment.

update:
now this game is released on pc,and I discovered why those black still showed in game.
because these .emo files have some "edge" in them,if you want to turn off a part of model,you need to change two places(01 to 00),the part and "edge".one is the part,another is "edge".if you only turn off the part,the black shadow won't disappear.
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Last edited by Watcher on Thu Nov 26, 2015 2:48 pm, edited 1 time in total.
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Re: Saint Seiya Soldier's Soul .emo files

Post by shakotay2 »

Watcher wrote:hello everyone,recently I tried modding this game's .emo(model) file.the sf4 explorer worked partially,but when I tried to turn off character's sub model(cape and helmet),the model still appeared,only became black,like texture missing.
How about telling what you did do exactly?

Having a look at an excerpt of an exported obj file (from ATN_02.emo, body_skins) I'm not surprised it didn't work:

v -0.000000 -0.000000 80741939242581992000000.000000
v 0.000000 -27132918918488785000.000000 -269377.843750
v -7605811712.000000 -0.000000 845592330240.000000
v -0.000000 -0.000000 0.000000
v 19125317687478838000000000000000.000000 -147406.968750 67860363779850465000000000000000000000.000000
v -1.#QNAN0 192340413120512.000000 2843676087547574700000000000000000.000000

(Which version of the SF4explorer did you use? Last one seems to be v.37b ?)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Saint Seiya Soldier's Soul .emo files

Post by Watcher »

shakotay2 wrote:
Watcher wrote:hello everyone,recently I tried modding this game's .emo(model) file.the sf4 explorer worked partially,but when I tried to turn off character's sub model(cape and helmet),the model still appeared,only became black,like texture missing.
How about telling what you did do exactly?

Having a look at an excerpt of an exported obj file (from ATN_02.emo, body_skins) I'm not surprised it didn't work:

v -0.000000 -0.000000 80741939242581992000000.000000
v 0.000000 -27132918918488785000.000000 -269377.843750
v -7605811712.000000 -0.000000 845592330240.000000
v -0.000000 -0.000000 0.000000
v 19125317687478838000000000000000.000000 -147406.968750 67860363779850465000000000000000000000.000000
v -1.#QNAN0 192340413120512.000000 2843676087547574700000000000000000.000000

(Which version of the SF4explorer did you use? Last one seems to be v.37b ?)
yeah,0.37b with big endian read mode.i just used the toggle visibility option,and sub models just turned black.i know this program is old and can't work properly,but I discovered the toggle on/off option just modify one byte,like 01 to 00.so I really don't know why it became this.
the models are in resource.cpk/chara,which need to use cpktools to extract.
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Re: Saint Seiya Soldier's Soul .emo files

Post by shakotay2 »

Watcher wrote:the models are in resource.cpk/chara,which need to use cpktools to extract.
I don't owe the game but as long as the obj export doesn't work for a model there's no chance that the toggeling will work, imho.

Because an unproper obj export means the SF4explorer doesn't recognize the emo file correctly
(it shows 22 EMG sections for ATN_02.emo but [EDGE] [EDGE] [EDGE]... for example might indicate that there's a problem).

There's a 'C' source available iirc so if you're a coder you could try to trace the problem.
(I don't have the time for such.)
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?"
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Re: Saint Seiya Soldier's Soul .emo files

Post by Watcher »

shakotay2 wrote:
Watcher wrote:the models are in resource.cpk/chara,which need to use cpktools to extract.
I don't owe the game but as long the obj export doesn't work for a model there's no chance that the toggeling will work.

Because an unproper obj export means the SF4explorer doesn't recognize the emo file correctly.

There's a 'C' source available iirc so if you're a coder you could try to trace the problem.
(I don't have the time for such.)
ok,I see.but actually the toggeling just changed one byte in this game's emo file,like sf4.they must update it.too bad I know nothing about models,however this game will release on pc soon,so I guess I will wait for a working tool.thanks for you help!
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Re: Saint Seiya Soldier's Soul .emo files

Post by shakotay2 »

Watcher wrote:so I guess I will wait for a working tool.
most preferred option of most users :D

Looking at the emo it seems to be a solvable problem. Just analyze the complete emo file creating objs from all submeshes then try to find out where the changed byte to be placed in the emo file.

Using hex2obj [view link in my sig]:
ATN_02_face.JPG
btw: if I had a Street Fighter 4 sample maybe I could tell more
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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?"
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Re: Saint Seiya Soldier's Soul .emo files

Post by Watcher »

shakotay2 wrote:most preferred option of most users :D
:)
https://mega.nz/#!Q8clUCqA!PqJl83cpKmmx ... 7Mjn2xkwEQ
here are some sf4 files.
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Re: Saint Seiya Soldier's Soul .emo files

Post by Watcher »

Watcher wrote:
shakotay2 wrote:most preferred option of most users :D
:)
https://mega.nz/#!Q8clUCqA!PqJl83cpKmmx ... 7Mjn2xkwEQ
here are some sf4 files.
by the way,I thought the toggle opinion did work partially.the helmet's middle part indeed disappeared.
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Re: Saint Seiya Soldier's Soul .emo files

Post by shakotay2 »

hmm, that's strange - piecemonteeSF4explorerV0.37b seems to affect the correct byte when switching off the body_skin in ANT_02.emo.

You might check this for your character emo file.
SF4_switching_body_OFF.JPG
For ANT_02.emo you could try setting the byte at 0x153C4 to 00 (instead of the one at 0x153C7)
to see whether it will make a difference (just a wild guess).

But it might be a word counter (big endian for Saint Seiya, little endian for SF4) so the game will probably crash then.
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Last edited by shakotay2 on Fri Sep 25, 2015 12:22 pm, edited 1 time in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Saint Seiya Soldier's Soul .emo files

Post by Watcher »

shakotay2 wrote:hmm, that's strange - piecemonteeSF4explorerV0.37b seems to affect the correct byte when switching off the body_skin in ANT_02.emo.

You might check this for your character emo file.
SF4_switching_body_OFF.JPG
For ANT_02.emo you could try setting the byte at 0x153C4 to 00 (instead of the one at 0x153C7)
to see whether it will make a difference (just a wild guess).
yeah,this is exactly I did for hld_00.emo.the address should be correct,but the problem is the sub model not complete disappeared.
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Re: Saint Seiya Soldier's Soul .emo files

Post by CriticalError »

ummm interesting in this game, is possible know from where you got game? possible got link to download?
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Re: Saint Seiya Soldier's Soul .emo files

Post by Watcher »

CriticalError wrote:ummm interesting in this game, is possible know from where you got game? possible got link to download?
well,I downloaded this game from internet.however you need a cfw ps3(4.75+ system) to play it.pc edition will come out soon.about the download link,I send you a message,check it if you're interested.
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Re: Saint Seiya Soldier's Soul .emo files

Post by CriticalError »

ok many thanks for the links, anyway I got more faster downloads :D anyway about your samples, here we go, 2 models of EMo you provide, no upload more so well here there are.

Image
Image
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Re: Saint Seiya Soldier's Soul .emo files

Post by Watcher »

CriticalError wrote:ok many thanks for the links, anyway I got more faster downloads :D anyway about your samples, here we go, 2 models of EMo you provide, no upload more so well here there are.

Image
Image
well,hope you can figure it out soon. :) if you need more samples,just let me know.
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Re: Saint Seiya Soldier's Soul .emo files

Post by CriticalError »

ok after trying figure it, really can't, so maybe this would be useful for someone, here is maxscript for another game use same format, after try load model got this error.

Unable to convert: undefined to type: Integer64

and stop in this line of script.

short = bit.swapBytes short 2 1

This is file structure of SF4.
SF4_FILE_STRUCT(EMOHeader, ((char)(tag)(4))
((unsigned short)(unknown1))
((unsigned short)(headerSize))
((unsigned short)(unknown2))
((unsigned short)(unknown3))
((unsigned short)(unknown4))
((unsigned short)(unknown5))
((unsigned long)(skeletonAddress))
)
SF4_FILE_STRUCT(EMOSkelettonHeader,
((unsigned short)(nodeCount))
((unsigned short)(unknown3))
((unsigned long)(unknown4))//small number
((unsigned long)(skeletonStartOffset))
((unsigned long)(skeletonNameAddressOffset))
((unsigned long)(unknown5))//0
((unsigned long)(unknown6))//0
((unsigned long)(unknown7))//address for bunch of FF's
((unsigned long)(matrixOffset))
)
SF4_FILE_STRUCT(EMOSkelettonNodeTemp,
((unsigned short)(parent))//FFFF if root
((unsigned short)(id))
((unsigned short)(child2))//FFFF if none
((unsigned short)(child3))//FFFF if none
((unsigned long)(child4))//FFFF if none
((unsigned long)(unknown4))//0
((float)(matrix)(16))
)
SF4_FILE_STRUCT(EMOSkelettonNode,
((unsigned short)(parent))//FFFF if root
((unsigned short)(number))
//((unsigned short)(unknown2))//FFFF
//((unsigned short)(unknown1))//FFFF
//((unsigned long)(unknown3))//FFFF
//((unsigned long)(unknown4))//0
((float)(matrix)(16))
)
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