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Brute Force (XBOX 2003) - Models

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manbig343
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Re: Brute Force (XBOX 2003) - Models

Post by manbig343 »

Full model of Brutus recovered. Needs to be rigged, but I'll put this here.
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Last edited by manbig343 on Tue Sep 21, 2021 8:29 pm, edited 1 time in total.
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Re: Brute Force (XBOX 2003) - Models

Post by manbig343 »

shakotay2 wrote: Tue Sep 21, 2021 8:13 pm
manbig343 wrote: Tue Sep 21, 2021 8:09 pmYour whole process you created, Shako - works for any of the other files in the game as well it seems.
Good to hear. :) (Are the uvs correct, too?)
If you could figure out why the models get these glitchy triangles or if you know why that would help.
Did you read Brute force FIs - howtoFix.txt in the crashCourseFIs folder in the zip file?
If that doesn't help, I have no idea.

Ah, well, the accompanying files m01_b FIs.txt and "m01b xmb, params-log.txt" apply to objects-m01_b only.
But with some basic understanding of 3D formats and hex2obj they shouldn't be needed.

UV's are perfectly fine except for when those pesky triangles are over them before being fixed
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Re: Brute Force (XBOX 2003) - Models

Post by manbig343 »

Running into some worrying problems with finding the other characters through the OBJ's created using Shako's program, and renaming the "objx's" to "obj" seems to either work or corrupt the file.
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Re: Brute Force (XBOX 2003) - Models

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shakotay2 wrote: Tue Sep 21, 2021 8:13 pm
manbig343 wrote: Tue Sep 21, 2021 8:09 pmYour whole process you created, Shako - works for any of the other files in the game as well it seems.
Good to hear. :) (Are the uvs correct, too?)
If you could figure out why the models get these glitchy triangles or if you know why that would help.
Did you read Brute force FIs - howtoFix.txt in the crashCourseFIs folder in the zip file?
If that doesn't help, I have no idea.

Ah, well, the accompanying files m01_b FIs.txt and "m01b xmb, params-log.txt" apply to objects-m01_b only.
But with some basic understanding of 3D formats and hex2obj they shouldn't be needed.
https://drive.google.com/file/d/1ZqCe8e ... sp=sharing

Here is common .ivd and common .xmb, the most important 2 files of brute force - if you think you can dabble with them.
It contains the main characters of course.
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Re: Brute Force (XBOX 2003) - Models

Post by shakotay2 »

yeah, see, 25 objx files. Sadly I don't have the time to care for them.
I usually offer users possibilities to help themselves. See the crash course I mentioned.
Learn the basics, read the crash course. That's no rocket science.

edit: faster approach,
shakotay2 wrote: Wed Sep 22, 2021 10:09 pm
Procedure for objects-common_5_%_.objx: first line, objects-common.xmb_13.h2o
This needs to be corrected (H2O file):

0xd3b0 1716
Vb1
32 16
0x2d790 868
021000
0x0 255

So load objects-common.ivd into hex2obj, then said H2O file.
(Upper part of pic: ivd file in a hex editor.)
.
objects-common.xmb_13-h2o.png
FAQ: so then why doesn't the tool correct this if it's so simple?
A: Two files to handle (xmb AND ivd)!? No, one tool, one input file: less troubles. So, it's only a hobby of mine...

Also take the chance to understand what's happening in the "background".
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Last edited by shakotay2 on Wed Sep 22, 2021 10:14 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: Brute Force (XBOX 2003) - Models

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shakotay2 wrote: Tue Sep 21, 2021 9:53 pm yeah, see, 25 objx files. Sadly I don't have the time to care for them.
I usually offer users possibilities to help themselves. See the crash course I mentioned.
Learn the basics, read the crash course. That's no rocket science.

Procedure for objects-common_5_%_.objx: first line, objects-common.xmb_13.h2o
This needs to be corrected (H2O file):

0xd3b0 1716
Vb1
32 16
0x2d790 868
021000
0x0 255

So load objects-common.ivd into hex2obj, then said H2O file.
(Upper part of pic: ivd file in a hex editor.)
.
objects-common.xmb_13-h2o.png

FAQ: so then why doesn't the tool correct this if it's so simple?
A: Two files to handle (xmb AND ivd)!? No, one tool, one input file: less troubles. So, it's only a hobby of mine...

Also take the chance to understand what's happening in the "background".
I understand so far. We're getting many models, and trying to piece together what you've been describing to us. (I know now english isn't your first language so that's fine) There's just so many roadblocks in this that it makes it hard to perfectly do everything.
Plus no one else seems to be saying anything. It's been the 3 of us this whole time on this post talking back to back.
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Re: Brute Force (XBOX 2003) - Models

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In the end I think there's a true purpose for all this:

Getting these characters back to life in HD, and finally being able to be used once again for projects

And

Remaking the game using the assets potentially.

2 big things.
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Re: Brute Force (XBOX 2003) - Models

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Will be uploading a new asset pack once we have extracted enough models.
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Re: Brute Force (XBOX 2003) - Models

Post by shakotay2 »

manbig343 wrote: Tue Sep 21, 2021 9:03 pm, and renaming the "objx's" to "obj" seems to either work or corrupt the file.
Well, it's a very simple fix:

example: in objects-common_7_%_.objx delete the marked lines (<<<) then rename from .objx to .obj:

# 0xe118: faceIndices= 3932, triangles= 1310 (strips?)
f 6141/6141 5/5 7/7 <<<
f 5/5 1/1 7/7 <<<
f 7/7 1/1 6145/6145 <<<
f 1/1 24225/24225 6145/6145 <<<
f 6145/6145 24225/24225 1/1 <<<
f 24225/24225 2/2 1/1 <<<
f 1/1 2/2 3/3
f 4/4 2/2 5/5
f 2/2 6/6 5/5
f 5/5 6/6 7/7
f 6/6 8/8 7/7
f 7/7 8/8 9/9
...

f 1919/1919 1807/1807 1920/1920
f 1807/1807 1921/1921 1920/1920
f 1920/1920 1921/1921 6141/6141 <<<
f 1921/1921 5/5 6141/6141 <<<
f 6141/6141 5/5 1/1 <<<
-----------------------------
result:
.
fix_objx.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: Brute Force (XBOX 2003) - Models

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shakotay2 wrote: Wed Sep 22, 2021 10:09 pm
manbig343 wrote: Tue Sep 21, 2021 9:03 pm, and renaming the "objx's" to "obj" seems to either work or corrupt the file.
Well, it's a very simple fix:

example: in objects-common_7_%_.objx delete the marked lines (<<<) then rename from .objx to .obj:

# 0xe118: faceIndices= 3932, triangles= 1310 (strips?)
f 6141/6141 5/5 7/7 <<<
f 5/5 1/1 7/7 <<<
f 7/7 1/1 6145/6145 <<<
f 1/1 24225/24225 6145/6145 <<<
f 6145/6145 24225/24225 1/1 <<<
f 24225/24225 2/2 1/1 <<<
f 1/1 2/2 3/3
f 4/4 2/2 5/5
f 2/2 6/6 5/5
f 5/5 6/6 7/7
f 6/6 8/8 7/7
f 7/7 8/8 9/9
...

f 1919/1919 1807/1807 1920/1920
f 1807/1807 1921/1921 1920/1920
f 1920/1920 1921/1921 6141/6141 <<<
f 1921/1921 5/5 6141/6141 <<<
f 6141/6141 5/5 1/1 <<<
-----------------------------
result:
.
fix_objx.png
Okay, i'll look into this.
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Re: Brute Force (XBOX 2003) - Models

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We have Tex now as well but he is still needing to be worked on, as he is missing parts of his model due to the work that was done to him (lots of removing of those broken glitchy triangle meshes from Hex2obj's model extraction)

The other 2 characters, Hawk and Flint, seem to be missing their Hair models in the common .ivd, there's no way to find them so far.
They will take much longer to get done.
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Re: Brute Force (XBOX 2003) - Models

Post by shakotay2 »

manbig343 wrote: Thu Sep 23, 2021 4:14 am We have Tex now as well but he is still needing to be worked on, as he is missing parts of his model due to the work that was done to him (lots of removing of those broken glitchy triangle meshes from Hex2obj's model extraction)
It's not a problem of hex2obj, it's a problem of wrong parameters (start address of face indices) in the xmb files.

To solve it in a simple manner see my previous post. You'll need some basic understanding of the wavefront obj format, though, to know which lines to delete.

btw: maybe, it's not "wrong" but an offset merely. To decide which addresses to be patched and which not would require additional programming, accessing the ivd file; I'm a little bit tired of that...

I could add a small patch to hex2obj's multi mesh feature but that would be for Brute Force only and the tool is meant to be kept general.

(Maybe some "private" version, I'm thinking about this..)
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: Brute Force (XBOX 2003) - Models

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shakotay2 wrote: Thu Sep 23, 2021 8:28 am
manbig343 wrote: Thu Sep 23, 2021 4:14 am We have Tex now as well but he is still needing to be worked on, as he is missing parts of his model due to the work that was done to him (lots of removing of those broken glitchy triangle meshes from Hex2obj's model extraction)
It's not a problem of hex2obj, it's a problem of wrong parameters (start address of face indices) in the xmb files.

To solve it in a simple manner see my previous post. You'll need some basic understanding of the wavefront obj format, though, to know which lines to delete.

btw: maybe, it's not "wrong" but an offset merely. To decide which addresses to be patched and which not would require additional programming, accessing the ivd file; I'm a little bit tired of that...

I could add a small patch to hex2obj's multi mesh feature but that would be for Brute Force only and the tool is meant to be kept general.

(Maybe some "private" version, I'm thinking about this..)
If you could get the patch done and have a special "brute force only" hex2obj thing we could get all the character models alot easier then, and we'd be golden. we've been trying our best to understand your program but there's only so much time that can be spent trying to learn all this hex data and numbers, vertices, etc. you've obviously mastered this to a degree and it's astounding what you've created here for us and how you've tried your best to explain everything. We wouldn't have got this far if it wasn't for your program in the first place. we'd be sitting ducks.

This picture would not exist if it wasn't for the h20 maker you made in the first place recently for the brute force xmb's, seriously.
We got alot of weapon models recently as well and are trying to get some more map objects too, since they contain weapons in them.
Very soon i think I'll be uploading V2 of the asset pack.
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Re: Brute Force (XBOX 2003) - Models

Post by shakotay2 »

For the broken glitchy triangle meshes:
well, I see, there is one important sentence in "Brute force FIs - howtoFix.txt", CrahCourseFIs folder
which you obviously overread:
Attention:
- you may need to swap from 'Strip' to 'no Str' incase the meshviewer shows an ugly object.
So you'll need to take the first solution I described here (with pictures, click up arrow):
shakotay2 wrote: Tue Sep 21, 2021 9:53 pm
Do NOT use the "faster approach" there in this case because when fixing a *.objx you will not be able to swap the triangle stripped face indices to standard triangle FIs.
H2O in question is objects-common.xmb_51.h2o, FI params need to be changed from addr 20dd4, count 1392
to 20de0, 1370. Then toggle from Strip to noStr:
.
don't strip me.png
I totally understand your confusion.

This is when there's no basic understanding of face indices, how they are built, what they mean.
It would help to know about the difference between standard triangles and triangle strips: https://en.wikipedia.org/wiki/Triangle_strip

strips, faces ABC, BCD, CDE and DEF
Plain to see: 2 vertices of a face are contained in the previous face.

For standard triangles (faces) is usually reads ABC, DEF, GHI.

Instead of ABC better try 123:
------------------------------------
So triangle strips: 123 234 345 456 (for the above example it's 123 243 345 465, so some vertex numbers swapped for correct winding)

Standard triangles: 123 456 789
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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: Brute Force (XBOX 2003) - Models

Post by manbig343 »

shakotay2 wrote: Thu Sep 23, 2021 7:08 pm For the broken glitchy triangle meshes:
well, I see, there is one important sentence in "Brute force FIs - howtoFix.txt", CrahCourseFIs folder
which you obviously overread:
Attention:
- you may need to swap from 'Strip' to 'no Str' incase the meshviewer shows an ugly object.
So you'll need to take the first solution I described here (with pictures, click up arrow):
shakotay2 wrote: Tue Sep 21, 2021 9:53 pm
Do NOT use the "faster approach" there in this case because when fixing a *.objx you will not be able to swap the triangle stripped face indices to standard triangle FIs.
H2O in question is objects-common.xmb_51.h2o, FI params need to be changed from addr 20dd4, count 1392
to 20de0, 1370. Then toggle from Strip to noStr:
.
don't strip me.png

I totally understand your confusion.

This is when there's no basic understanding of face indices, how they are built, what they mean.
It would help to know about the difference between standard triangles and triangle strips: https://en.wikipedia.org/wiki/Triangle_strip

strips, faces ABC, BCD, CDE and DEF
Plain to see: 2 vertices of a face are contained in the previous face.

For standard triangles (faces) is usually reads ABC, DEF, GHI.

Instead of ABC better try 123:
------------------------------------
So triangle strips: 123 234 345 456 (for the above example it's 123 243 345 465, so some vertex numbers swapped for correct winding)

Standard triangles: 123 456 789

Tried to copy the process you used in the brutus picture example where you said to delete the lines in the hex data of the characters to fix them, before renaming to .OBJ but the model never changed.
Had done this on a character from another mission.
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