bloody hell... so thats what the yobj is after all!... its been bugging me for quite some time. so most likely the meshes could be archived as an .obj, just a guess ^^; cuz when i think about it... konami did say that they modeled cy girls in maya (output usually .obj), soon after that, rr came out... and that ninja cygirls has some resemblance with the bloody shadow.
and yea... an extractor would be really great mike!
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Rumble Roses (.PAC)
Exporter as requested
The exporter will convert multi rr yobj file to a single wavefront object file.
Currently support exctacted file only, so you must extact yobj by other tool.
Tips: You may also darg and drop one or more .yobj file over the dialog box of RROExporter.
Currently support exctacted file only, so you must extact yobj by other tool.
Tips: You may also darg and drop one or more .yobj file over the dialog box of RROExporter.
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Extract the yobj out of pac
Copy RRUnpack.exe to the folder where your want the files to be extracted. drag and drop .pac onto it to extract. make sure you have enough disk space to store the extract file. RRUnpack will NOT handle any IO error.
If you want to extract the files to different location, it must run the tool in console window.
The syntax is: RRUnpack [drive:][path]source [[drive:][path]destinaton] (wildcard are NOT supported).
If you want to extract the files to different location, it must run the tool in console window.
The syntax is: RRUnpack [drive:][path]source [[drive:][path]destinaton] (wildcard are NOT supported).
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sounds like it exports to normal OBJ, so we can use any 3d software.. but yeah active viewers still kick ass!!
hey mike, would you be interested in making a DOA4 model viewer?
models were extracted by volt, but can only be seen, using a long process through 3dmax... :p
edit:
jasmine, how do i get alpha extraction on your old texture exporter?
hey mike, would you be interested in making a DOA4 model viewer?
models were extracted by volt, but can only be seen, using a long process through 3dmax... :p
edit:
jasmine, how do i get alpha extraction on your old texture exporter?
Mario, I hate to revisit that mess of code in the original texture extractor. Would probably be easier to start from scratch. Mike can you share your source code so that I can understand the file format better? I fooled with this file format for quite some time and I really impressed with the progress that you made. If you could even post the format on the Wiki it would benefit all those that are working on RR.
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RRUnpack source code
here is the source. I tried to clean it up a bit but it still look messy.
@Mario_Kart
I thought i wouldn't have time to start a new project. i've been busy with my work lately.
@Mario_Kart
I thought i wouldn't have time to start a new project. i've been busy with my work lately.
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Hi jasmine and Mike,
Since "RRPacXtractor" didn't extract alpha channel and some images (4 bits index) didn't extract correctly as well. I decided to write my own.
The result seems a bit strange on both color and alpha! I thinks it the wrong method I used to convert the indexed color to full color! I wonder did you guys know how TIM2 indexed color work!?
See viewtopic.php?t=2664 for more details on my problem!
Since "RRPacXtractor" didn't extract alpha channel and some images (4 bits index) didn't extract correctly as well. I decided to write my own.
The result seems a bit strange on both color and alpha! I thinks it the wrong method I used to convert the indexed color to full color! I wonder did you guys know how TIM2 indexed color work!?
See viewtopic.php?t=2664 for more details on my problem!