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Jet Set Radio HD Level Model File

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screenracer
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Jet Set Radio HD Level Model File

Post by screenracer »

Hello everyone! I'm the developer behind a fan made Jet Set Radio Future game, JSRFMP. (https://gamejolt.com/games/JSRFMP/336004)

JSRF is the sequel to Jet Set Radio, but I've gotten a lot of requests to add maps from the original game. I thought it would be a cool idea, so I tried to rip them using Ninja Ripper/3D Ripper DX and no luck, because the models come out flat. (due to the way the dreamcast renders things I guess, since this was originally a dreamcast game)
and there aren't any tools out there to rip models from this game. The only thing that can be ripped is textures at the moment.

Despite not having any prior experience in reverse engineering model formats, I took a crack at getting them out of the files myself using 3D Model Researcher. (http://mr.game-viewer.org/)

I made some decent progress (at least in my eyes) and managed to successfully locate the vertices in the file.
Image

You can clearly see the map in these verts if you look close enough.
Image
Image

Using these settings will get you the vertices:
Image

So I got the verts, but i'm stumped on the faces. I can't seem to get them.
Image

After doing research, i've read that faces should be easy to find. I read that they should appear as hex values like "0000 0100 0200..." so I did a search in the file and found those values come up a few times, but when I tried them I never got anything but a garbled mess like the image above. But while looking, I noticed some oddities in the file, maybe suggesting it could be a container with several models inside. Since I found multiple blocks of vertices creating different road models and a duplicate of the map itself for some reason. It seems that the words "BxNU" appear before the verts in those other models. Not sure if that's a coincidence or what. But if this is a model container, then how come the map itself is in one big block of verts? But I don't have much experience with this kinda stuff, so i'm hoping someone here can help me out.

Here's the file if you wanna give it a shot.
https://mega.nz/#!R2Q1CSaS!Z_AJJb_wLLZI ... XuLu50YGRE

I can also send other level model files if that helps.
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Re: Jet Set Radio HD Level Model File

Post by screenracer »

So here's an update on my progress so far.

The verts I found before I think might of been for the maps collision mesh, and not the map itself. Attempting to connect those verts in Blender revealed a lot of it was missing, but it matched up with the games collision detection. For example, take a look at this.
Image
You can see there's a bit of a curb there, but not on the ripped verts.
Image
So that's when I started suspecting that this was the collision mesh. Because if I move the character over that curb, he can clip right through it since the collision mesh doesn't have the curb on it.
Image

So, that explains why I found two duplicates of the maps verts in this file. Not sure why I didn't think of it being the collision mesh originally. But anyway, the other map verts seem to have even less verts, which doesn't make much sense to me. So for now i'm stumped. Here's the settings to get the other verts.

start offset - 0x21e018
count - 13607
end - 0x245dec
format: xyz

I'm not too good with this stuff, so I hope someone who actually knows what there doing can help.
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Re: Jet Set Radio HD Level Model File

Post by shakotay2 »

screenracer wrote: Sun Mar 08, 2020 7:33 pm Here's the settings to get the other verts.

start offset - 0x21e018
count - 13607
end - 0x245dec
format: xyz
The FVFsize is 36 here so the count reduces to 4535 and it looks like a map as you stated:
.
st1dat-bin.png
Many face indices (for the maps?), yes. Relative, not absolute values, I assume. So you need to get an idea how to build myriads of submeshes
or maybe whether the indices are combined/sorted somehow (different faces for mesh and uv?). Just wild guesses, though.

f ...
f 3 1 7
f 3 4 2
f 6 1 5
f 7 8 5
f 8 6 4
f 8 7 4
f 3 2 3
f 1 7 3
f 4 2 6
f 1 5 7
f 8 5 8
f 6 4 8
f 7 4 3
f 2 3 1
f 7 3 4
f 2 6 1
f 5 7 8
f 5 8 6
f 4 8 7
f 4 3 2
f 3 1 7
f 3 4 2
f 6 1 5
f 7 8 5
f 8 6 4
f 8 7 4
f 3 2 3
f 1 7 3
f 4 2 6
f 1 5 7
f 8 5 8
f 6 4 8
f 7 4 3
f 2 3 1

btw: you didn't tell which face indices you used for the collision mesh. That might help somehow.

edit: found it - see lower part of pic (uncomplete)
Maybe collision shape is built from two submeshes here? (FIcount=282 gives some superfluous faces.)
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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
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Re: Jet Set Radio HD Level Model File

Post by screenracer »

I didn't say which values I used for the faces because I didn't think it'd be too useful since I only got it to come out as a garbled mess. I suppose anything is better than nothing, so apologies for that. I should probably just post all my notes on this that i've been making as I went on.

Code: Select all

vertices (collision mesh?)
----------
max count - 250947
start offset - 0x1e9a60
count - 13725
end - 0x211dbc
format: xyz

vertices (true map verts? lots of junk data though. seems to be a small 0 byte break in the file after every 2 verts)
----------
max count - 250947
start offset - 0x21e018
count - 13607
end - 0x245dec
format: xyz


more verts?
----------
start offset - 0x1c93c0
count - 930
end - 0x1cbf58
format: xyz

bxnu header? might be special stage models like JSRF had. (eg. fences in the JSRF garage)


faces (corrupted)
----------
start offset - 0x211db0
count - 24884
end - 0x21e018
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Re: Jet Set Radio HD Level Model File

Post by shakotay2 »

sadly I don't have a clue how to get proper faces here:
.
st1dat-bin-faces.png
Maybe skip the odd (or even) lines?
f 2 1 8
f 1 3 8
f 8 3 6
f 3 7 6
f 6 7 4
f 7 5 4
f 4 5 11
f 5 21 11
f 11 21 19
f 21 30 19
f 19 30 23
f 30 31 23
f 23 31 32
f 31 19 32
f 32 19 12
f 19 11 12
f 12 11 9
f 11 10 9
f 9 10 14
f 10 15 14
f 14 15 16
f 15 18 16
f 16 18 20
f 18 17 20
f 20 17 22
f 17 34 22
f 22 34 33
f 34 16 33
f 33 16 14
f 16 13 14
f 14 13 31
f 13 32 31
f 31 32 28
f 32 29 28
f 28 29 34
f 29 33 34
f 34 33 25
f 33 27 25
f 25 27 26
f 27 24 26
f 26 24 29
f 24 28 29
f 29 28 4
f 28 2 4
f 4 2 6
f 2 5 6
f 6 5 3
f 5 1 3
f 3 1 2
f 1 4 2
f 2 4 6
f 4 2 6
f 6 2 5
f 2 6 5
f 5 6 1
f 6 3 1
f 1 3 4
f 3 9 4
f 4 9 1
f 9 6 1
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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
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Re: Jet Set Radio HD Level Model File

Post by shakotay2 »

This looks at least as if quads could help :D
.
even_lines.png
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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
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Re: Jet Set Radio HD Level Model File

Post by screenracer »

I wonder if strange formats like these are common amongst dreamcast/older 3d games.

Here's some other level files and a character model file.
https://mega.nz/#!lmwkTK6Y!C7C45Sr3ZxFp ... a3qNrK1Di8

Hope it helps. I've tried other level model files, and the same addresses work if you account for the filesize differences. The character model file I haven't been able to get even verts out of, but I thought i'd post it anyway in case there's something in there that could help understand the general model format.

Also do you think the files could be compressed/encrypted in some way? If that were the case than we probably wouldn't of gotten anything though, right?
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Re: Jet Set Radio HD Level Model File

Post by jackblack »

It rips pretty good with 3dripper and 3ds max 2010 (newer versions of max distort models usually), but only what is in camera view.
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Re: Jet Set Radio HD Level Model File

Post by screenracer »

jackblack wrote: Tue Mar 10, 2020 5:50 am It rips pretty good with 3dripper and 3ds max 2010 (newer versions of max distort models usually), but only what is in camera view.
I haven't got max unfortunately, and attempts with 3d ripper and blender ended up with severe distortions
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Re: Jet Set Radio HD Level Model File

Post by shakotay2 »

jackblack wrote: Tue Mar 10, 2020 5:50 am It rips pretty good with 3dripper and 3ds max 2010 (newer versions of max distort models usually), but only what is in camera view.
Maybe you could upload some ripped meshes (as wavefront obj preferred)? But it had to match with the scene in st1dat.bin from this post for comparison. (Otherwise it wouldn't help too much, I guess.)
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: Jet Set Radio HD Level Model File

Post by jackblack »

shakotay2 wrote: Tue Mar 10, 2020 8:45 am
jackblack wrote: Tue Mar 10, 2020 5:50 am It rips pretty good with 3dripper and 3ds max 2010 (newer versions of max distort models usually), but only what is in camera view.
Maybe you could upload some ripped meshes (as wavefront obj preferred)? But it had to match with the scene in st1dat.bin from this post for comparison. (Otherwise it wouldn't help too much, I guess.)
https://mega.nz/#!mPBDyYpa!dRAnmaaDCcho ... UQRVWGistI
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Re: Jet Set Radio HD Level Model File

Post by shakotay2 »

cool! Thanks!
(Interesting to see that face indices for vertices and uvs are identical in the rips. But not sure if it's the same in the .bin game files. )

@screenracer:
screenracer wrote: Tue Mar 10, 2020 7:03 amand attempts with 3d ripper and blender ended up with severe distortions
Maybe you could upload rips (wavefront obj) from the scene with the bus anyways?

For st2dat.bin there's some structures but guess it would make more sense for you to get the ripping working:
.
st2dat-bin.png
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b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Jet Set Radio HD Level Model File

Post by jackblack »

Here is whole distorted scene with bus stop
https://mega.nz/#!2fI1FaqZ!qWoDWQF7i1_Y ... imgHbVlUZ8
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Re: Jet Set Radio HD Level Model File

Post by screenracer »

shakotay2 wrote: Tue Mar 10, 2020 9:57 am Maybe you could upload rips (wavefront obj) from the scene with the bus anyways?
Here's my rip. Really distorted, not really usable. Might be a decent reference though.
https://mega.nz/#!t7pGXaKY!K7JTXqo1z4A2 ... heQRctoJcw

Seems like st1dat.bin is Shibuya-Cho level (place with the bus stops) and st2dat.bin is the Kogane-Cho level.
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Re: Jet Set Radio HD Level Model File

Post by shakotay2 »

well, not that bad as I thought :D :
.
busstop.png
What happens if you rotate the scene (by 90 degrees for example) and take another rip? Are the same objects distorted or others?
If 'others' then you could complete the scene combining the results of several rips. Just a wild guess, of course.
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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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