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Yuke's REAL STEEL .jboy/.yobj files help

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LeoFeroz
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Yuke's REAL STEEL .jboy/.yobj files help

Post by LeoFeroz »

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 ? :D



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
Last edited by LeoFeroz on Mon Oct 03, 2022 7:18 pm, edited 5 times in total.
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Re: Yuke's REAL STEEL .jboy/.yobj files help!

Post by LeoFeroz »

I had forgotten to mention the textures are usually at 000A.dat and 000C.dat
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shakotay2
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Re: Yuke's REAL STEEL .jboy/.yobj files help

Post by shakotay2 »

0-jbopy.jpg
(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
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Re: Yuke's REAL STEEL .jboy/.yobj files help

Post by LeoFeroz »

shakotay2 wrote: Sun Oct 02, 2022 9:47 am 0-jbopy.jpg(face index count: estimated value only)
was this supposed to be normal?
Image
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Re: Yuke's REAL STEEL .jboy/.yobj files help

Post by shakotay2 »

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
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Re: Yuke's REAL STEEL .jboy/.yobj files help

Post by LeoFeroz »

shakotay2 wrote: Tue Oct 04, 2022 9:08 pm Without giving the params you used no one can tell.
literally the same as yours

I'm trying to learn the logic of the tool
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Re: Yuke's REAL STEEL .jboy/.yobj files help

Post by shakotay2 »

LeoFeroz wrote: Tue Oct 04, 2022 9:24 pm
shakotay2 wrote: Tue Oct 04, 2022 9:08 pm Without giving the params you used no one can tell.
literally the same as yours
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
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Re: Yuke's REAL STEEL .jboy/.yobj files help

Post by LeoFeroz »

Do you have any tips for me I'm quite new working with this type of tool, let's just say I'm very layman
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Re: Yuke's REAL STEEL .jboy/.yobj files help

Post by shakotay2 »

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
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: Yuke's REAL STEEL .jboy/.yobj files help

Post by Durik256 »

shakotay2 wrote: Tue Oct 04, 2022 10:15 pm The superfluous face is visible after blender import only. Simply delete it...
this is because the index block is divided into two submesh
1)num_indices: 9254 offset: 927256
2)num_indices:19981 offset: 945764
LeoFeroz wrote: Wed Sep 28, 2022 10:58 pm but the noesis plugin that Durik256 doesn't work in that game, can't someone help ? :D
who would help me :lol:
Image
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

Post by LeoFeroz »

Durik256 wrote: Fri Oct 07, 2022 4:52 am
shakotay2 wrote: Tue Oct 04, 2022 10:15 pm The superfluous face is visible after blender import only. Simply delete it...
this is because the index block is divided into two submesh
1)num_indices: 9254 offset: 927256
2)num_indices:19981 offset: 945764
LeoFeroz wrote: Wed Sep 28, 2022 10:58 pm but the noesis plugin that Durik256 doesn't work in that game, can't someone help ? :D
who would help me :lol:
Image
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




:lol:
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Re: Yuke's REAL STEEL .jboy/.yobj files help

Post by Durik256 »

LeoFeroz wrote: Sat Oct 08, 2022 1:23 am weights work
i update plugin (click on arrow)
Durik256 wrote: Fri Oct 07, 2022 4:52 am plugin
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Re: Yuke's REAL STEEL .jboy/.yobj files help

Post by LeoFeroz »

Durik256 wrote: Fri Oct 07, 2022 4:52 am plugin
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
Image


Manually fixed
Image

this is valid for all bones but basically one of the axes is always in the wrong position
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