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[Request] Ratchet & Clank HD collection models

Post questions about game models here, or help out others!
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Re: [Request] Ratchet & Clank HD collection models

Post by o0DemonBoy0o »

shakotay2 wrote:Why not aks him? :wink:
(Do you know in which engine.ps3 file that level is contained?)
I did ask him quite a while ago. he just never replied.
oh and yeah. It should be in the level0 file.
Thx. Are there other model files than these *-ag.go files? Cause I can't recognize any face indices in them.
Well if you take a look at that text file, then you can see all the files withing the game.
I'm pretty sure those *-ag.go files contain the models though. I'm not sure what else can if not those.
Maybe this can help you if it's the same as the ps2 version.
http://ps23dformat.wikispaces.com/Jak+3
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Re: [Request] Ratchet & Clank HD collection models

Post by cra0 »

o0DemonBoy0o wrote:I don't suppose you guys have any update on getting the level terrain?
Would it be to much trouble to ask you guys to see if you can get the models from the Jak and Daxter HD Collection?
I'll take a look at the level geometry and the bone/skinning info on the models soon. As for the Jak and Daxter files yeah send me some ill take a quick look.

Texture Extraction looks straight forward its like the streaming archive in Ratchet & Clank but with a bit of bit shifting

-EDIT- you might want to start a new thread for jAK stuff
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Re: [Request] Ratchet & Clank HD collection models

Post by o0DemonBoy0o »

cra0 wrote: I'll take a look at the level geometry and the bone/skinning info on the models soon. As for the Jak and Daxter files yeah send me some ill take a quick look.

Texture Extraction looks straight forward its like the streaming archive in Ratchet & Clank but with a bit of bit shifting

-EDIT- you might want to start a new thread for jAK stuff
Getting the models with the bones would be really cool. I wonder if animations are also possible.

That sounds like a good idea. I'll go ahead and make a new thread.
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Re: [Request] Ratchet & Clank HD collection models

Post by Doctor Loboto »

Hate to be a bother but the Ratchet and Clank ps3 converter always gives me a 'type' error. It then says I can change the types byte at address 0x0003, which I have no idea how to do properly. Anyone have a way to get this thing working for me correctly?
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Re: [Request] Ratchet & Clank HD collection models

Post by shakotay2 »

Which model is it you want to convert?
The converter only supports the types 2, 5 and 16 (=0x10).

So you might change the model type at address 0x0003 of the model file to one of these values.
You'll need a hex editor to do this.
On your own risk. May work or not.
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: [Request] Ratchet & Clank HD collection models

Post by o0DemonBoy0o »

Actually I have a way that will extract pretty much any model except the level terrain.

sorry for the long post. does xentax not use spoiler bbcode?

using ship_bodies0.ps3 from R&C2 as an example

open it up and look for a line that looks similar to this

Image

now delete everything before it up to 0x0010

now at 0x0022 change the 01 00 into 00 80 like so

Image

now the start of the data is at 0x00A0 you can usually tell because there are lines of 00's before it.
Now just delete everything up to 0x0080

Image

Look at 0x0025-28 and go to that address That would be 018090. You should see something like this

Image

now take that address to the left (018010) and change the values at the start of 0x0025 to mach it

after that just replace the start of the file with
00 00 00 10 00 03 9C C0 00 00 00 02 00 00 00 00

and save

Image

After that just extract like normal.

the values at 0x0003 should be 10, 0x0013 should be 02, and 0x0023 should be 80. If there are not the model might not extract.
the start of the model should be at 0x0080.
the end of the model is marked by 0x0025-28, and at that address should be something that looks very similar to
00 00 00 01 00 02 00 03 00 04 00 05 00 04 00 05
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Re: [Request] Ratchet & Clank HD collection models

Post by shakotay2 »

Here's an update of hex2obj.exe to get the terrain levels:
http://www.uploadmb.com/dw.php?id=1410093768

It's the exe only so you'll need to download hex2obj_022 zip (view link in my sig) and replace the hex2obj exe.
engine_ps3_lvl_mesh.JPG
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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: [Request] Ratchet & Clank HD collection models

Post by cra0 »

Where is the h2o script for this?
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Re: [Request] Ratchet & Clank HD collection models

Post by shakotay2 »

0xEC590 80088
Vb1
28 99
0x9B90 23206
120000
0xBF060 8

(It's not a script it's just a parameter file.)

I changed the uv's start address to 0xBF060 since the uvs seem to be fit better then.
But they look funny no matter how I split up into submeshes:
enigne_ps3_uvs.JPG
(mesh is in engine.ps3, 13,493,680 bytes)
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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: [Request] Ratchet & Clank HD collection models

Post by cra0 »

shakotay2 wrote:0xEC590 80088
Vb1
28 99
0x9B90 23206
120000
0xBF060 8

(It's not a script it's just a parameter file.)

I changed the uv's start address to 0xBF060 since the uvs seem to be fit better then.
But they look funny no matter how I split up into submeshes:
enigne_ps3_uvs.JPG
(mesh is in engine.ps3, 13,493,680 bytes)
I will take a look hopefully this week when I have time. A friend and I have been wanting to get the environments out for a very long time.

Image
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Re: [Request] Ratchet & Clank HD collection models

Post by Lizzy »

Hate to dig up old threads, but I've been attempting to extract level model files for quite some time and just can't get a good footing.

Has anyone else poked around with these files? I have the disc here and am willing to upload any files as needed.

Thanks! :angel:
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Re: [Request] Ratchet & Clank HD collection models

Post by shakotay2 »

it's a matter of finding some decent uvs - so far the ones I found are too regular (the block ends at 0xEC590 so we've a size of 23206x8 bytes which fits perfectly if they were float uvs);
maybe need some handling as half floats plus divider and two bytes skipped, who knows?

Or maybe it's more likely to have the uvs in the FVF block.
engine_PS3_level.JPG
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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: [Request] Ratchet & Clank HD collection models

Post by shoopdahoop22 »

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Last edited by shoopdahoop22 on Tue Aug 09, 2016 6:01 pm, edited 1 time in total.
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shakotay2
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Re: [Request] Ratchet & Clank HD collection models

Post by shakotay2 »

yeah, see, the administration has a keen eye on what users post, meanwhile.
Really appreciate this. :)

(and removed my reply which just contained a repetition of the foreposters 8 letter word - I feel guilty, confessed :D )
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?"
shoopdahoop22
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Re: [Request] Ratchet & Clank HD collection models

Post by shoopdahoop22 »

Anyways, I want to rip the HUD textures from UYA with the extractor that cra0 made.

Trying to rip the file gives out this error:

Image

However, if I swap engine.PS3 with a different .ps3 file and rename it...

Image

It kind of works.

Any idea on how I could get it to properly extract without needing to swap files around?

EDIT: I think I know what the problem could be.

Every other graphic is stored in a file with the name of vram.ps3.

The HUD graphics are stored in a different archive format - hud.vram
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