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xenosaga 3 model??request
Re: xenosaga 3 model??request
What script may this be? Does it rip the models easily along with their UV maps and perhaps textures? I apologize if I come off rudely, just trying to fully understand.
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Re: xenosaga 3 model??request
Ok, check this:Novax wrote:What script may this be? Does it rip the models easily along with their UV maps and perhaps textures? I apologize if I come off rudely, just trying to fully understand.
http://www.youtube.com/watch?v=sh2mdUBc ... LjQWzI0XU=
http://www.youtube.com/watch?v=ebKQiztb ... _fDfMWNmI=
And this:
http://godsibb.net/forums/index.php?/to ... __p__69487
And this is the noesis python code plugin to get xenosaga 2 textures by mr adults:
Code: Select all
from inc_noesis import *
def registerNoesisTypes():
handle = noesis.register("Xenosaga TXY Image", ".txy")
noesis.setHandlerTypeCheck(handle, txyCheckType)
noesis.setHandlerLoadRGBA(handle, txyLoadRGBA)
return 1
def txyGetImageCut(texPage, pageWidth, pageHeight, ofsX, ofsY, width, height):
r = bytes()
for i in range(0, pageHeight):
imgOfs = ofsY*pageWidth + i*pageWidth + ofsX
r += texPage[imgOfs:imgOfs+width]
return r
def txyRetile8(pix, pixW, pixH):
dst = bytearray(pixW*pixH)
for y in range(0, pixH):
for x in range(0, pixW):
blockOfs = (y & ~15)*pixW + (x & ~15)*2
sw = (((y+2)>>2) & 1) * 4
ofsY = (((y & ~3)>>1) + (y & 1)) & 7
colOfs = ofsY*pixW*2 + ((x+sw) & 7) * 4
ofsX = ((y>>1) & 1) + ((x>>2) & 2)
dst[blockOfs+colOfs+ofsX] = pix[y*pixW + x];
return dst
class TXYFile:
def __init__(self, reader):
self.reader = reader
def loadImageInfo(self):
reader = self.reader
if reader.dataSize <= 20:
return 0
id = reader.readInt()
ver = reader.readInt()
fsize = reader.readInt()
if id != 0x797874 or ver != 1 or fsize > reader.dataSize:
return 0
reader.seek(16, NOESEEK_ABS)
self.infoOfs = reader.readInt()
if self.infoOfs <= 0 or self.infoOfs >= reader.dataSize:
return 0
reader.seek(self.infoOfs, NOESEEK_ABS)
self.hx = reader.readInt()
self.bd = reader.readInt()
self.pageW = reader.readInt()
self.pageH = reader.readInt()
reader.seek(4, NOESEEK_REL)
self.numSlices = reader.readInt()
self.numBlocks = reader.readInt()
if self.numSlices <= 0 or self.numBlocks <= 0:
return 0
reader.seek(4, NOESEEK_REL)
self.slicesOfs = reader.tell()
return 1
def loadPage(self):
reader = self.reader
slices = bytes()
slicesH = 0
self.bitsPP = 8
for i in range(0, self.numSlices):
reader.seek(self.slicesOfs + i*32, NOESEEK_ABS)
pixOfs = reader.readInt()
rofs = reader.readInt()
sliceW = reader.readInt() * 2
sliceH = reader.readInt() * 2
reader.seek(pixOfs+32, NOESEEK_ABS)
imgSize = sliceW*sliceH if self.bitsPP >= 8 else (sliceW*sliceH)//2
pix = reader.readBytes(imgSize)
pix = rapi.imageUntwiddlePS2(pix, sliceW, sliceH, self.bitsPP)
for j in range(0, sliceH):
row = pix[j*sliceW:j*sliceW + sliceW]
row += bytes([0])*(self.pageW-sliceW)
slices += row
slicesH += sliceH
self.pageH = slicesH
self.texPage = slices
def getPaletteBlock(self, palX, palY):
pal = bytearray(1024)
idxCut = txyGetImageCut(self.texPage, self.pageW, self.pageH, palX, palY, 32, 32)
return rapi.imageScaleRGBA32(txyRetile8(idxCut, 32, 32), (1.0, 1.0, 1.0, 2.0), 16, 16)
def loadTextures(self, texList):
reader = self.reader
reader.seek(self.infoOfs+288, NOESEEK_ABS)
texInfos = []
for i in range(0, self.numBlocks):
texInfo = {}
texInfo["ofsa"] = reader.readInt()
texInfo["na"] = reader.readInt()
texInfo["width"] = reader.readInt()
texInfo["height"] = reader.readInt()
texInfo["ofsx"] = reader.readInt()
texInfo["ofsy"] = reader.readInt()
texInfo["ofsb"] = reader.readInt()
reader.seek(4, NOESEEK_REL)
texInfo["palx"] = reader.readInt()*2
texInfo["paly"] = reader.readInt()*2
reader.seek(24, NOESEEK_REL)
texInfo["name"] = noeStrFromBytes(reader.readBytes(32))
texInfos.append(texInfo)
for texInfo in texInfos:
pal = self.getPaletteBlock(texInfo["palx"], texInfo["paly"])
idxCut = txyGetImageCut(self.texPage, self.pageW, self.pageH, texInfo["ofsx"], texInfo["ofsy"], texInfo["width"], texInfo["height"])
pix = rapi.imageDecodeRawPal(idxCut, pal, texInfo["width"], texInfo["height"], self.bitsPP, "r8g8b8a8", noesis.DECODEFLAG_PS2SHIFT)
texList.append(NoeTexture(texInfo["name"], texInfo["width"], texInfo["height"], pix, noesis.NOESISTEX_RGBA32))
def txyCheckType(data):
txy = TXYFile(NoeBitStream(data))
if txy.loadImageInfo() == 0:
return 0
return 1
def txyLoadRGBA(data, texList):
txy = TXYFile(NoeBitStream(data))
if txy.loadImageInfo() == 0:
return 0
txy.loadPage()
txy.loadTextures(texList)
return 1
And this is noesis:
http://oasis.xentax.com/index.php?content=downloads
See ya
Re: xenosaga 3 model??request
Thank you very much. Wil double check download links when I get home. Currently browsing the internet on my droid.
Re: xenosaga 3 model??request
Only trouble I have now is that my .chr files export the model in parts and often oversizes certain ones. Now granted this data I have gotten long ago, so I will surely need to get a "fresh" copy of the files myself to double check this issue. If not, I'll post what I have to see what I did wrong. Other than that, keep on being amazing and helpful.
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Re: xenosaga 3 model??request
Using Mario's script you don't need to extract anything but the txy containing the textures files. Just look for txy in hxd, select the block starting from it until the end and you'll get the file. The only matter here is to unzwissle the textures and aply a palette.dj082502 wrote:Does anyone know how to extract *.chr?
See ya.
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Re: xenosaga 3 model??request
I was hoping someone could help me open/convert the .xtx files.
I noticed someone extracted the .xtx files from the KAO folder, but I couldn't find any mention of how to do it. I'm interested in extracting/converting the files, yajima/titleobj.xtx and yajima/titlebg2.bin.
Thanks very much in advance!
I noticed someone extracted the .xtx files from the KAO folder, but I couldn't find any mention of how to do it. I'm interested in extracting/converting the files, yajima/titleobj.xtx and yajima/titlebg2.bin.
Thanks very much in advance!
ロバが旅にでたところで馬になって帰ってくるわけじゃない。
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Re: xenosaga 3 model??request
The XTX in the KAO folder is a different format from all the rest of the XTXs. The KAO XTXs are raw 32bit RGBA images. There is only a header that gives info for the width and height and that's about it for the KAO folder.
Unfortunately that means the rest of the textures in this game are still mostly unconvertable.
(There are a few,--VERY few--, txy's that can be converted with the noesis plugin... I can think of 1... I think it was Wilhelm... but that's all...)
Unfortunately that means the rest of the textures in this game are still mostly unconvertable.
(There are a few,--VERY few--, txy's that can be converted with the noesis plugin... I can think of 1... I think it was Wilhelm... but that's all...)
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Re: xenosaga 3 model??request
I see. That's a shame. Thanks for letting me know Satoh.
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Re: xenosaga 3 model??request
I wanted to ask if someone has idea how to make script for ep1. I don't care for textures and rest things, I mostly need only shape of characters and if there will be possible to convert to 3d max maps too then it would be haven for me. It would help me a lot with my projects when I done with Sakura animations I make right now and after I finish remake of Missing year, because then I will move to remaking Freaks and Xenosaga Drama cd as animations. I can make them slowly myself but it would take much more time.
I see on link that was posted in this topic that someone menage to export ep1 models... If it will be break a little then it's ok, it's always better to fix some things then start from nothing.
Anyway, one more question, is coding for ep3 maps are diffrent then ep2? Because gameplay maps/places from ep2 are exporting very good but I tryed to do the same with ep3 and no luck, is there anyway to fix it? Well it's not so important as ep1 for me but there could be some usefull things there too.
I see on link that was posted in this topic that someone menage to export ep1 models... If it will be break a little then it's ok, it's always better to fix some things then start from nothing.
Anyway, one more question, is coding for ep3 maps are diffrent then ep2? Because gameplay maps/places from ep2 are exporting very good but I tryed to do the same with ep3 and no luck, is there anyway to fix it? Well it's not so important as ep1 for me but there could be some usefull things there too.
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Re: xenosaga 3 model??request
According to Mario, xenosaga I models are compressed so there's no way to convert them right now into something that most 3d programs can read unless someone figures out the compression method.karechan89 wrote:I wanted to ask if someone has idea how to make script for ep1. I don't care for textures and rest things, I mostly need only shape of characters and if there will be possible to convert to 3d max maps too then it would be haven for me. It would help me a lot with my projects when I done with Sakura animations I make right now and after I finish remake of Missing year, because then I will move to remaking Freaks and Xenosaga Drama cd as animations. I can make them slowly myself but it would take much more time.
I see on link that was posted in this topic that someone menage to export ep1 models... If it will be break a little then it's ok, it's always better to fix some things then start from nothing.
Anyway, one more question, is coding for ep3 maps are diffrent then ep2? Because gameplay maps/places from ep2 are exporting very good but I tryed to do the same with ep3 and no luck, is there anyway to fix it? Well it's not so important as ep1 for me but there could be some usefull things there too.
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Re: xenosaga 3 model??request
Hmmm, with file format has ep1 character models and maps? Maybe I search more on japan sites or I ask on my University, I suck at programing but one of my classmate is good at this maybe he find some clue.
If it's not possible then I will try to hack ep1 Reload character viewer to get to other models I need, but still that won't fix problem that I most need Maps files. Oh, well... Not all things goes easy.
If it's not possible then I will try to hack ep1 Reload character viewer to get to other models I need, but still that won't fix problem that I most need Maps files. Oh, well... Not all things goes easy.
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Re: xenosaga 3 model??request
Does anyone have the tools to get at the .chr files? I can't find the tools anywhere and this link that I suspect to be where the tools where hosted at is broken
http://godsibb.net/forums/index.php?/to ... __p__69487
Thanks.![Smile :)](images/smilies/[colon]).gif)
http://godsibb.net/forums/index.php?/to ... __p__69487
Thanks.
![Smile :)](images/smilies/[colon]).gif)
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Re: xenosaga 3 model??request
Yeah, check my skydrive:UltimateSora wrote:Does anyone have the tools to get at the .chr files? I can't find the tools anywhere and this link that I suspect to be where the tools where hosted at is broken
http://godsibb.net/forums/index.php?/to ... __p__69487
Thanks.
https://skydrive.live.com/#cid=FFBE4E57 ... 49FCBE!177