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Heavenly Sword (PS3)

Post questions about game models here, or help out others!
chrrox
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Heavenly Sword (PS3)

Post by chrrox »

Noesis importer for heavenly sword.
Supported
30s and 40s
imports
verts
uv's
faces
not imported
bones
weights
materials

ImageImage
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The Chief
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Re: Heavenly Sword (PS3)

Post by The Chief »

Thanks chrrox this is really awesome. :)
Jodan
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Re: Heavenly Sword (PS3)

Post by Jodan »

Chrrox really appreciate this importer and all you do for this site; I just have a question what do we need to do to extract the data from the wad files?
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I saw a older post by Aluigi who had written a BMS script to extract from a wad file, (it seems to work )but the output consists of a file with a gwg extension and several miscellaneous dat files. These files are named with numbers and usually with one or two letters at the end ("000000a.dat" for example) and as a result I am at a loss as to the next step.
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Would appreciate any help you can offer to get these files from wad to looking like the renders you posted.

Thank you for your time,

Jodan
chrrox
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Re: Heavenly Sword (PS3)

Post by chrrox »

extractor.
viewtopic.php?f=10&t=6215
if you look at the output folder the files will have names ignore the text.
rexil
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Re: Heavenly Sword (PS3)

Post by rexil »

Great work chrrox, finally Heavenly Sword models, Thank you.
I'm just having some problems with Kai's UV
Image
I already did the obvious and resized it but it doesn't fit right even if I try to manually place it, some parts fits and some don't
Looks like it's slightly rotated?
It's an .obj export Noesis>Blender.
Model from folder fort_global file 00000864.30s.
chrrox
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Re: Heavenly Sword (PS3)

Post by chrrox »

click on flip uv's

and the scale i think is in th ematerials but if you flip them you can place them correctly.
rexil
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Re: Heavenly Sword (PS3)

Post by rexil »

chrrox wrote:click on flip uv's

and the scale i think is in th ematerials but if you flip them you can place them correctly.
I exported with the UV flipped.
Here:
Image
Resized it, see how some parts fits and some don't? the legs are worse with black seams.
Exporting normally (without the flip UV option) and then flipping the UV gives the same result.
You need to manually place every parts separated, trying to position the whole UV fix one part and breaks other.
chrrox
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Re: Heavenly Sword (PS3)

Post by chrrox »

i only had one model to work with as all i had was the demo
you can try editing the script
change the lines
tu = bs.readShort() / 0xFFFF + .5
tv = bs.readShort() / 0xFFFF + .5
into
tu = bs.readShort() / 0x7FFF + .5
tv = bs.readShort() / 0x7FFF + .5
rexil
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Re: Heavenly Sword (PS3)

Post by rexil »

It's better but doesn't fit yet. I'll PM it to you so you can look into it better.
chrrox
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Re: Heavenly Sword (PS3)

Post by chrrox »

your texture looks wrong.
rexil
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Re: Heavenly Sword (PS3)

Post by rexil »

chrrox wrote:your texture looks wrong.
Oh, noticed that now that you said /face palm.
Meh a part of the right is on the left u.u
:bleh: At lest it's solved xD
My bad.
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Re: Heavenly Sword (PS3)

Post by mariokart64n »

Hey rexil let me know if you find a cinematic model.. so far the mesh we found is the ingame one.. and doesnt reflect what is seen in the games stunning cutscenes..
but it is possible that they are all pre-rendered however :(
Maxscript and other finished work I've done can be found on my DeviantArt account
rexil
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Re: Heavenly Sword (PS3)

Post by rexil »

mariokart64n wrote:Hey rexil let me know if you find a cinematic model.. so far the mesh we found is the ingame one.. and doesnt reflect what is seen in the games stunning cutscenes..
but it is possible that they are all pre-rendered however :(
I didn't look over everything yet but the best Nariko I found so far has 14~k verts/ 19~k tris without hair, sleeve and eyes. I'm trying to find Kai with unposed fingers :constipated:
I'll let you know if I find something better.
652845095
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Re: Heavenly Sword (PS3)

Post by 652845095 »

which format for textures?
The Chief
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Re: Heavenly Sword (PS3)

Post by The Chief »

652845095 wrote:which format for textures?
They are DDS but they inside of the .dat files
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