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Doom 3 (Xbox) .GOB file

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ashkanhsj
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Doom 3 (Xbox) .GOB file

Post by ashkanhsj »

Hey guys, when I've played Xbox version of Doom 3 and D3: Resurrection of Evil, I noticed that they had some differences. but all I have to do is open the .GOB files then extract models and textures from Xbox version then convert them to PC version. so I need some tools for Xbox version to open the .GOB files and extract the contents. I want to view them in Doom 3 Editor. I need your help.

Sample files:

http://www.2shared.com/file/12195511/93 ... _gfc_.html


Thanks in advance

Xbox version.jpg
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ashkanhsj
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Re: Doom 3 (Xbox) .GOB file

Post by ashkanhsj »

Can someone please make an extractor tool for these files? :?:
Teancum
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Re: Doom 3 (Xbox) .GOB file

Post by Teancum »

This is the same format that Vicarious Visions used for the Xbox port of Jedi Academy and Jedi Outcast. There are no editors out there yet, but some initial data was gathered on the formats by Watto back in December of 2005. It'd be nice if this format was cracked. Doom, Jedi Outcast and Jedi Academy are all very moddable on the PC and Xbox ports of these mods would really bring a lot of life back to these games.
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Re: Doom 3 (Xbox) .GOB file

Post by grimdoomer »

Working on it.
ashkanhsj
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Re: Doom 3 (Xbox) .GOB file

Post by ashkanhsj »

grimdoomer wrote:Working on it.
Thanks in advance. (^∇^)
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Re: Doom 3 (Xbox) .GOB file

Post by MrAdults »

I haven't ever looked at this GOB format...but just to note, lots else was changed in the xbox ports of Jedi Knight 2/Jedi Academy, I think the biggest change was that map formats were changed a bit (JK2/JA's bsp structures wasted huge amounts of memory to support lightstyles and I believe VV corrected/changed this, probably among numerous other format changes). And of course, all game code was compiled native, so only pure-asset-driven mods could be considered for porting, and many of those assets may need a bit of reprocessing to work on Xbox. The JA port was much closer to the PC port than JK2 was (as you probably noticed, JK2MP on the consoles was totally hacked in to run in "singleplayer" mode).

I suppose if I had to guess too, I'd say the likelihood that VV kept the proc/md5mesh/md5anim text-based on their Doom 3 port is pretty low. :) But it's possible.

But it would be awesome to see "Melee Mod" running on Xbox Jedi Academy. :) Let me know if you run into any walls here grimdoomer, and I will look into ripping a GOB from one of my old Xbox discs to help out.
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Re: Doom 3 (Xbox) .GOB file

Post by grimdoomer »

MrAdults wrote:I suppose if I had to guess too, I'd say the likelihood that VV kept the proc/md5mesh/md5anim text-based on their Doom 3 port is pretty low. :) But it's possible.
Well they did keep it :) I've been working on an app and I can dump all the files and decompress them. But there are some complications. I've found the code that loads the gfc file in the xbe, but it's been a while since I worked with x86 assembly. I've been doing ppc for the last few months so reversing has been slow. The files are pretty wierd. Only a hand full have names, some are just random crap, and others have 15+ extensions that make 0 sense. I'll try to get an app that can atleast replace files, but porting modifications... I don't know how possible it will be.
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Re: Doom 3 (Xbox) .GOB file

Post by MrAdults »

grimdoomer wrote:Well they did keep it :)
Cool. :)
grimdoomer wrote:I've been working on an app and I can dump all the files and decompress them. But there are some complications. I've found the code that loads the gfc file in the xbe, but it's been a while since I worked with x86 assembly. I've been doing ppc for the last few months so reversing has been slow. The files are pretty wierd. Only a hand full have names, some are just random crap, and others have 15+ extensions that make 0 sense. I'll try to get an app that can atleast replace files, but porting modifications... I don't know how possible it will be.
Well, x86 is my most fluent assembly language (at least, behind ARM...and 65x...and...ok, maybe not the most), so feel free to call for help. :)

So are the file names in the GOB itself, or in the xbe? If they're in the GOB, does the xbe completely ignore the info and use its own internal file table? That would be sad, although modifying it in the xbe for modifications would be completely reasonable. I would be curious as well if the JA/JK2 GOB format is even identical the Doom 3 one, and if so, whether it also really uses the file info in the GOB or not (this is again assuming you found it in the GOB and not the xbe).
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Re: Doom 3 (Xbox) .GOB file

Post by vadim »

.GOB & global.d3tfull unpacker
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ashkanhsj
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Re: Doom 3 (Xbox) .GOB file

Post by ashkanhsj »

vadim wrote:.GOB & global.d3tfull unpacker
Thanks, Did it work?
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Re: Doom 3 (Xbox) .GOB file

Post by vadim »

ashkanhsj wrote:
vadim wrote:.GOB & global.d3tfull unpacker
Thanks, Did it work?
Yes works can unpack.GOB archives and extract\rebuild .dds files from global.d3tfull
ashkanhsj
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Re: Doom 3 (Xbox) .GOB file

Post by ashkanhsj »

vadim wrote:
ashkanhsj wrote:
vadim wrote:.GOB & global.d3tfull unpacker
Thanks, Did it work?
Yes works can unpack.GOB archives and extract\rebuild .dds files from global.d3tfull
Hey, good job my friend. It works great. I'm very grateful. it's so useful for moders. thanks in advance. (^_^)
ashkanhsj
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Re: Doom 3 (Xbox) .GOB file

Post by ashkanhsj »

How can I make some custom maps on the Xbox version of Doom 3 just like Halo 1 & 2 on the Xbox :?:
doomero
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Re: Doom 3 (Xbox) .GOB file

Post by doomero »

hi i am new, i tested that gob. unpacker and it doesnt work and appear a error, the reazon was those gob files are not like the star wars dark forces gob file....maybe id software make some changes in the gob format...
ashkanhsj
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Re: Doom 3 (Xbox) .GOB file

Post by ashkanhsj »

doomero wrote:hi i am new, i tested that gob. unpacker and it doesnt work and appear a error, the reazon was those gob files are not like the star wars dark forces gob file....maybe id software make some changes in the gob format...
I tasted it already and its worked great!
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