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Frogger The Great Quest 3D Model Format

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Kneesnap
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Frogger The Great Quest 3D Model Format

Post by Kneesnap »

Hello! Could I get help with hex2obj settings for Frogger The Great Quest's models? I'll upload an example below.

I happen to have a model ripped with NinjaRipper, however I'm not actually sure which file is that model in the games files.

So, I'm asking here for help. Thanks!


File (Big mushroom): https://www.dropbox.com/s/yximlybydgiqo ... G.VTX?dl=0
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Re: Frogger The Great Quest 3D Model Format

Post by Kneesnap »

Update! It turns out, I do actually have a side-by-side comparison between a .obj model and a .vtx model. I've attached it below.
Frogger.zip
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Re: Frogger The Great Quest 3D Model Format

Post by shakotay2 »

once you have the FVFsize you can get a decent point cloud but I don't have a clue about the face indices (FIs), might be quads?
.
3725-vtx.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: Frogger The Great Quest 3D Model Format

Post by Bigchillghost »

frogger.png
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Re: Frogger The Great Quest 3D Model Format

Post by shakotay2 »

yeah, great! (I was sure the FVFsize to be 136 (: )
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: Frogger The Great Quest 3D Model Format

Post by Bigchillghost »

Wasn't sure about the FVFsize. So I looked for the vertex count at 0x20, which happened to be two times of yours.

It's interesting that the method I used to generate dummy indices for AMR also work with this case. Might consider adding similar features in the future.
frogger_amr.png
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Re: Frogger The Great Quest 3D Model Format

Post by Kneesnap »

Hey! Thank you so much for the help. I don't know how you're able to figure this out so fast. I'll have a program to fully read these models soon.
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Re: Frogger The Great Quest 3D Model Format

Post by Kneesnap »

Another quick question. What was the "Fake" button in your hex2obj screenshot? I can't seem to make that happen.

Also! I believe this is a 3D model for a map. Could you assist in finding the 3D data for it? Thanks again!

https://www.dropbox.com/s/unw56ic1ksbrmis/20.zip?dl=0
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Re: Frogger The Great Quest 3D Model Format

Post by Bigchillghost »

All objects loaded into Noesis:
allObjs.png
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Re: Frogger The Great Quest 3D Model Format

Post by Bigchillghost »

The Noesis python script for this file:
fmt_FroggerTheGreatQuest_TOC.zip
You'll find everything you need inside the code.
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Re: Frogger The Great Quest 3D Model Format

Post by Kneesnap »

Alright guys, it's been a while.

I've managed to use information from here + information I've figured out myself to create a model exporter which mostly works.
However, there's a good 30% of models where the faces are all wrong.

I have uploaded two models, one where faces work properly and one where they don't. Does anyone have any ideas why the faces are wrong?

Image
Image


Download Link: https://drive.google.com/open?id=1DCmHH ... k2t8C77wBf
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Re: Frogger The Great Quest 3D Model Format

Post by shakotay2 »

Kneesnap wrote: Sat Mar 28, 2020 2:48 amI have uploaded two models, one where faces work properly and one where they don't. Does anyone have any ideas why the faces are wrong?
Fish uses autocreated linear face indices, dragon uses tristrips, obviously. It's a matter of a suiting triangle strips algorithm:
.
triStrips.png
This one I called "Noesis TriStrips" (guess because I found similar faces in obj created by Noesis :D ).
But it's not perfect, some superfluous faces need to be deleted manually. (Removing double vertices is a good idea, too.)

Should be possible to write a simple Noesis script to solve this.
Example to be found here:
shakotay2 wrote: Fri Mar 13, 2020 10:04 pm
(Problem is the autocreation of the strips - I don't have a simple solution here - I'd append a binary index buffer to the .vtx file. )

well, no, why not use existing solutions?
Use hex2obj (surpise! :D ) then append the face indices as a txt file:

0x0 500
Vb1
68 48
0x5D8 4780
021000
0x0 255

(btw: when you drag'n drop the resulting beast onto Noesis you'll need to enable face cull (F4) or you'll see some holes in the mesh.)
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Last edited by shakotay2 on Sat Mar 28, 2020 8:58 am, 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
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Frogger The Great Quest 3D Model Format

Post by Kneesnap »

Damn. You guys are awesome, whenever I get stuck you guys are always able to point me in a helpful direction.
I'll check this out. I guess my problem going forward will be that I'm hoping to be able to do this automatically in my extractor while also preserving UV values. It seems like that'll be doable once I understand how the algorithm works though.
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Re: Frogger The Great Quest 3D Model Format

Post by shakotay2 »

Kneesnap wrote: Sat Mar 28, 2020 8:55 amIt seems like that'll be doable once I understand how the algorithm works though.
Pmed you. (In case you'll manage to improve the uvs here I'd be interested in the "how to" . :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?"
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Re: Frogger The Great Quest 3D Model Format

Post by Karpati »

Kneesnap,

Did you cut the first 8 bytes from the evilfish.vtx and dragon.vtx files?

The 3725.vtx and MUSHBIG.VTX files have the '6YTV' id (4 bytes) and the (about) file size value (4 bytes).

I have extracted the files from the data.bin file with the frogger_great_quest.bms, but all of the .vtx files have the '6YTV' id (4 bytes) and the (about) the file size value (4 bytes).
Last edited by Karpati on Wed Apr 08, 2020 5:07 pm, edited 1 time in total.
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