Furry fan and chrrox are amazing at reverse engineering formats. I know furry fan uses cheat engine to look at the memory of a program and get models from that (Although that seems like a lot of work). chrrox seems to do it the old fashion way and just figure out the format by looking at several files of the same type and looking for similarities. Just trying to say that you can have success with almost any method but you must be motivated and willing to learn very complicated systems.
We have to figure out a way to get these guys talking to each other and sharing/gathering their results. It would speed things up and who knows, we may learn more
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PCSX2-3DVIA-3DRIPER How to Rip Last Tread
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Re: PCSX2-3DVIA-3DRIPER How to Rip Last Tread
Wish I knew more about RAM dumping or whatnot. I think I'll take a look at that blog mentioned.
If it's a single model trying to be ripped, I'd go with what mario said and use 3dvia. What would be better is if the model is one that isn't the player model, so there's the possibility that you are able to move around the model in a circle. If you did that, and took many snapshots, you could probably end up with all of the faces eventually captured. Although, faces that are against a surface could be a problem, such as ones that are on the 'ground'.
either way, if you take a few dozen different snapshots with 3dvia, going in a circular rotation around the model, you could then load the meshes into maya, max or another 3d model software and fix the proportions. First you'd have to figure out what your base proportion should be, and unskew/fix the depth the first snapshot that you took. Then, load in the next snapshot, and do the same with it.
I would record whatever transformations done to the first capture, because I think you want to do the exact same transformations to each following capture, to get the proportion exactly right. Then, you'd have to rotate each capture so that they all line up with the first capture you made.
I never tried this, so I don't know if it would really work or not though. There's also the issue that the proportion will change depending on the angle you're viewing the model from.
In maya, you can snap verts to other verts (even if they are separate meshes) by pressing 'v' when you use the move tool, that's super useful for making sure all verts line up exactly the same for the x,y,z locations.
If it's a single model trying to be ripped, I'd go with what mario said and use 3dvia. What would be better is if the model is one that isn't the player model, so there's the possibility that you are able to move around the model in a circle. If you did that, and took many snapshots, you could probably end up with all of the faces eventually captured. Although, faces that are against a surface could be a problem, such as ones that are on the 'ground'.
either way, if you take a few dozen different snapshots with 3dvia, going in a circular rotation around the model, you could then load the meshes into maya, max or another 3d model software and fix the proportions. First you'd have to figure out what your base proportion should be, and unskew/fix the depth the first snapshot that you took. Then, load in the next snapshot, and do the same with it.
I would record whatever transformations done to the first capture, because I think you want to do the exact same transformations to each following capture, to get the proportion exactly right. Then, you'd have to rotate each capture so that they all line up with the first capture you made.
I never tried this, so I don't know if it would really work or not though. There's also the issue that the proportion will change depending on the angle you're viewing the model from.
In maya, you can snap verts to other verts (even if they are separate meshes) by pressing 'v' when you use the move tool, that's super useful for making sure all verts line up exactly the same for the x,y,z locations.
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Re: PCSX2-3DVIA-3DRIPER How to Rip Last Tread
ok, what models are you guys trying to get? I'll try and get them if I can
Maxscript and other finished work I've done can be found on my DeviantArt account
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Re: PCSX2-3DVIA-3DRIPER How to Rip Last Tread
Oh that's nice of ya. I'm not looking for any models at this time. I'm just rambling. Not sure about the others though.mariokart64n wrote:ok, what models are you guys trying to get? I'll try and get them if I can
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Re: PCSX2-3DVIA-3DRIPER How to Rip Last Tread
The contents of this post was deleted because of possible forum rules violation.
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Re: PCSX2-3DVIA-3DRIPER How to Rip Last Tread
I want to ask is it possible to rip models from pcsx2 ??
Since the ripped model is lack of uv and flat,or do you have other method to rip the model ??
I tried ripping final fantasy 7 dirge of cerberus model and no luck
The model cannot be ripped
Since the ripped model is lack of uv and flat,or do you have other method to rip the model ??
I tried ripping final fantasy 7 dirge of cerberus model and no luck
The model cannot be ripped
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Re: PCSX2-3DVIA-3DRIPER How to Rip Last Tread
I figured out some of the models. They are basically just tristrips (Both the levels meshes ans the character meshes) I will work on the characters more tomorrow.
http://ps23dformat.wikispaces.com/file/ ... tate.blend
http://ps23dformat.wikispaces.com/file/ ... tate.blend
I accept ALL requests. Let me know your requests.
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Re: PCSX2-3DVIA-3DRIPER How to Rip Last Tread
What I do is unzip the savestate (Even though it is not .zip it still needs to be decompressed), and then search for large arrays of floating Byte Numbers (Standard Floating point numbers only take on certain values, so things like "FF FF FF FF" are not IEEE Floats)
Any data from the game that is loaded when a save state is made can be obtained, but animations would be in some ways easier and harder from a savestate. Ideally one would have the original files from the disc and a savestate that is loadable (To be loadable the settings on the savestate have to match the settings on my PCSX2 and my computer) Also for newer versions of PCSX2 one would need the elf file from the disc too. These game does use bones for the animations though which is good.
Any data from the game that is loaded when a save state is made can be obtained, but animations would be in some ways easier and harder from a savestate. Ideally one would have the original files from the disc and a savestate that is loadable (To be loadable the settings on the savestate have to match the settings on my PCSX2 and my computer) Also for newer versions of PCSX2 one would need the elf file from the disc too. These game does use bones for the animations though which is good.
I accept ALL requests. Let me know your requests.
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Re: PCSX2-3DVIA-3DRIPER How to Rip Last Tread
O MY GOD, Finally something fine on this , amazing and fast advance furryfan.
I have the original files extracted from the DVD, i post samples here.
viewtopic.php?f=16&t=5525
I have the original files extracted from the DVD, i post samples here.
viewtopic.php?f=16&t=5525
Renders Art by Rimbros
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Personal Game repository samples, send PM
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Personal Game repository samples, send PM
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Re: PCSX2-3DVIA-3DRIPER How to Rip Last Tread
Yes. A save state is just the state of all the current data at one moment in time. And because the savestate was taken when a model was in memory, the models bone data is in the savestate too. In this game the bones have names like jnt_x where x is the name of the bone, and the value of the bone is stored in floats underneath the name. The bones for models which have them are located near the beginning part of the memory. In the uncompressed save state there are some bones located near offset 00C2A3F0 with names like h_jnt_body and h_jnt_lfootultimaespio wrote:You can get bones with that method too?
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Re: PCSX2-3DVIA-3DRIPER How to Rip Last Tread
So in general, would it be possible to make like a tool or maxscript to get the data from any savestate? This is quite interesting.
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Re: PCSX2-3DVIA-3DRIPER How to Rip Last Tread
Oh wow... thanks so much for the info! Ergh I still suck at hex editing... but it's something. I'm still at the point of messing with kingdom hearts mset animations, and having the entire thing crash if I try to edit anything. Whooo... I WILL figure out how to combine mset animations into a master mset... well. sometime within the next century.FurryFan wrote:What I do is unzip the savestate (Even though it is not .zip it still needs to be decompressed), and then search for large arrays of floating Byte Numbers (Standard Floating point numbers only take on certain values, so things like "FF FF FF FF" are not IEEE Floats)
Any data from the game that is loaded when a save state is made can be obtained, but animations would be in some ways easier and harder from a savestate. Ideally one would have the original files from the disc and a savestate that is loadable (To be loadable the settings on the savestate have to match the settings on my PCSX2 and my computer) Also for newer versions of PCSX2 one would need the elf file from the disc too. These game does use bones for the animations though which is good.
You know, I was looking at the plugin source for the kingdom hearts noesis import that revelation made, and well, I'm not a programmer, but I can make sense of it somewhat.ultimaespio wrote:So in general, would it be possible to make like a tool or maxscript to get the data from any savestate? This is quite interesting.
What I'd love is a max or maya import plugin for mdls/mdlx, but of course I'd also love to win the lotto.