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Hellboy: Science of Evil PS3/KROME models

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trexjones
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Hellboy: Science of Evil PS3/KROME models

Post by trexjones »

Okay, so I've managed to find the player models for the core cast of the Hellboy series from the Playstation 3 "Science of Evil" game thanks to Luigi's RKV4 script, and I'm wondering if there's someone out there that might be able to help me bring all this together to a format that can be used in either Blender of 3DS Max -- whether it's and Xnalara mesh, and fbx, whatever, anything that can be used really! I'm pretty certain that everything pertaining to the characters is in there -- the textures (which I'm told are pretty straight forward DDS textures, only I'm no good with hex reading), the models and the bones/rigging, it's all in there -- I'm just lost as to how to bring it all together.

I know there are folks out there that've managed to put these pieces together from previous KROME releases, so I'm hoping someone might be able to help me with these...!

Here's a sample file: Abe Sapien
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Re: Hellboy: Science of Evil PS3/KROME models

Post by Acewell »

Image

:D

previous research
http://zenhax.com/viewtopic.php?p=16719#p16719

i made a version 1 python texture script for Noesis to open the tex files
tex_HellboyScienceofEvil_PS3_tex.zip
i have seen only one normal map texture giving me problems so far
looks like it uses some kind of morton swizzling

i could make a model script easily if i could just figure out
how to read from more than one file at the same time. :?
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trexjones
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Re: Hellboy: Science of Evil PS3/KROME models

Post by trexjones »

YOU. ARE. AMAZING! Thanks for the help with this Ace!
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Re: Hellboy: Science of Evil PS3/KROME models

Post by JoeBlack777J »

You rock Acewell! Hope you have some more luck on these soon! :)
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Re: Hellboy: Science of Evil PS3/KROME models

Post by Acewell »

here is the Noesis python model script :D
fmt_HellboyScienceofEvil_PS3_mdl.zip

this script was a lesson in reading more than one file in the same folder :D
supports geometry and UVs

you open the mdl files with it but you must also have the corresponding mdg files in the same folder
i have seen some mdl files with CX in the name that look like model data, but i have not looked at them closely enough yet,
so they are not supported.

edit
*script updated* to open more models :D

i am still seeing some files with CI and CF in the name that cannot open yet, will look at those later
so if you see a mdl with CX, CI or CF in the file name don't try to open those. :oops:

edit again
*script updated* to open even more models :D
CX, CI and CF are still unsupported and might remain that way
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Last edited by Acewell on Tue Aug 30, 2016 6:21 am, edited 5 times in total.
trexjones
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Re: Hellboy: Science of Evil PS3/KROME models

Post by trexjones »

Oh, wow! Thanks man! Having a look through now! Some great looking models...! Bummer I can't actually see Hellboy himself yet, but Lobster Johnson and Abe all look fantastic!! Some enemies in there I wasn't expecting... Might be able to get some of those levels out for SFM, too!
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Re: Hellboy: Science of Evil PS3/KROME models

Post by Nintendude »

Was the Hound of Hell, or Kroenen from Hellboy 1 in there by any chance?
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Re: Hellboy: Science of Evil PS3/KROME models

Post by trexjones »

Yeah pretty sure Kroenen is -- most of the soldiers are based on his design too. Von Klemp (the Nazi head in a jar accompanied by the Gorilla with the rocket fist on a chain) is the main villain.
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Re: Hellboy: Science of Evil PS3/KROME models

Post by daemon1 »

trexjones asked me to look at these files. So this is what I'm getting for Abe skeleton:

Image

And this is Liz (she has about 20 more bones - her hair)

Image

So if you like, I can explain how to get bones and you can try adding them to your script

1. Bone names and hierarchy is in animation files. I think you can take any of them, seems they always using all bones.

2. Bone matrices are in .MDL file. Bones are described with big structures 192 bytes each, having local and global rotations and translations for each bone, and some more data, probably not needed.

Let me know how much detail you need me to explain to get this working.
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Re: Hellboy: Science of Evil PS3/KROME models

Post by Acewell »

i've taken it about as far as i can and i still can't say i have a good handle on
what i'm already doing in python, basically i'm flying by the seat of my pants.
i still haven't figured out how to set up material and texture assignments. :(
i'm not really interested in bones anyway becasue most major 3d programs
come with humanoid skeleton templates and easy to use skinning tools with
weight painting etc. this project is all yours :)

edit
also, while sharing tools is nice, if you have some research about the formats
to share you should post it here so anyone interested can learn about it. :)
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Re: Hellboy: Science of Evil PS3/KROME models

Post by trexjones »

Well, that's a bummer... I was hoping to be able to get these with their in-game skeletons. :(
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Re: Hellboy: Science of Evil PS3/KROME models

Post by daemon1 »

AceWell wrote:also, while sharing tools is nice, if you have some research about the formats
to share you should post it here so anyone interested can learn about it. :)
Well, I'm not sure what you mean. Model formats are usually easy and all alike. What is the reason to post one more vertex/face format? For example, this one. It looks exactly like all others.

The place where things get really different and exotic is bones/animations. But you're saying its not interesting.
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Re: Hellboy: Science of Evil PS3/KROME models

Post by Acewell »

daemon1 wrote:Well, I'm not sure what you mean.
didn't think my post was cryptic :P of course i was referring to the skeleton images
you posted, you seem to have the format specs all figured out so why not post here
what you know so others might learn something "different and exotic" as you put it. (:
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Re: Hellboy: Science of Evil PS3/KROME models

Post by daemon1 »

There's not much exotic in this particular game except that bone hierarchy is in animations, while usually its in model or separate skeleton file.

And bones are not divided into subgroups, or have any crazy remappings that can be seen in other games. They are just in one big array, having usual local and global matrices as I said before.
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Re: Hellboy: Science of Evil PS3/KROME models

Post by JoeBlack777J »

Would love to see these extractable with in game bones too. The bi-ped bodies are easy enough to rig but I suck so hard at face rigging. Keep up the great work fellas! You rock!
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