i need some help extracting the .jboy/yobj format models from REAL STEEL THE VIDEO GAME i had previously asked im for this format from the same engine
for the game pacific rim the video game from (ps3) but the noesis plugin that Durik256 doesn't work in that game, can't someone help ?
Samples
Char and Stages:https://drive.google.com/drive/folders/ ... sp=sharing
Pacific Rim jboy plugin noesis(maybe it's useful):viewtopic.php?f=16&t=25367#p184641
Info:I don't know much about formats and programming but if anyone can make a plugin I would appreciate it
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Yuke's REAL STEEL .jboy/.yobj files help
- shakotay2
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Re: Yuke's REAL STEEL .jboy/.yobj files help
(face index count: estimated value only)
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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?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
- shakotay2
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Re: Yuke's REAL STEEL .jboy/.yobj files help
Without giving the params you used no one can tell.
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?"
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: Yuke's REAL STEEL .jboy/.yobj files help
literally the same as yours
I'm trying to learn the logic of the tool
- shakotay2
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Re: Yuke's REAL STEEL .jboy/.yobj files help
Ah, see. The superfluous face is visible after blender import only. Simply delete it...
btw: you may increase the face index count to 29236 (and will still get that one error face, funny).
It's only visible in hex2obj's mesh_viewer uv map when rotating the map.
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?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
- shakotay2
- MEGAVETERAN
- Posts: 4287
- Joined: Fri Apr 20, 2012 9:24 am
- Location: Nexus, searching for Jim Kirk
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Re: Yuke's REAL STEEL .jboy/.yobj files help
read the tutorials, see links in my sig.
Apart from using big endian the mesh data of .jboy is simple.
uv start address = vStart + vCount * 52
v= vertices
Apart from using big endian the mesh data of .jboy is simple.
uv start address = vStart + vCount * 52
v= vertices
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?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
- Durik256
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Re: Yuke's REAL STEEL .jboy/.yobj files help
this is because the index block is divided into two submesh
1)num_indices: 9254 offset: 927256
2)num_indices:19981 offset: 945764
who would help me
edit: add weight, and add plagin fod *.dat(texture)
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Last edited by Durik256 on Sat Oct 08, 2022 4:53 am, edited 1 time in total.
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Re: Yuke's REAL STEEL .jboy/.yobj files help
Durik I love you
there is only one suggestion rename the plugin to avoid conflict and create a new post to put the fmt jboy plugins for pacific rim and fmt jboy for real steel
dude thank you so much
I know it's something very complex but if you can make the weights work I would also appreciate it
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Re: Yuke's REAL STEEL .jboy/.yobj files help
Man I realized that there is something wrong with the bones in general now with the weights it looks like they are a little lower it doesn't seem to be correct
Extracted
Manually fixed
this is valid for all bones but basically one of the axes is always in the wrong position