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SpongeBob Operation Krabby Patty (PC) .PRO model

Posted: Thu Apr 10, 2014 10:13 pm
by lemurboy12
This game uses .pro as a model format. The only program I've found that can read them is quick3D, but it just crashes when it tries to load them. They look fairly simple, so here's literally all the models in the game. There's not very many.
https://www.dropbox.com/s/8aqpsm9ygyxv8 ... p_Pros.zip

Re: SpongeBob Operation Krabby Patty (PC) .PRO model

Posted: Fri Apr 11, 2014 10:23 am
by shakotay2
lemurboy12 wrote:They look fairly simple, [...]
from what you see ingame?
They're not simple enough to be extracted by hex2obj (except as a point cloud).
sponge_pro.JPG

Re: SpongeBob Operation Krabby Patty (PC) .PRO model

Posted: Fri Apr 11, 2014 8:40 pm
by lemurboy12
shakotay2 wrote:
lemurboy12 wrote:They look fairly simple, [...]
from what you see ingame?
They're not simple enough to be extracted by hex2obj (except as a point cloud).
sponge_pro.JPG
Is that as far as it can get?

Re: SpongeBob Operation Krabby Patty (PC) .PRO model

Posted: Sat Apr 12, 2014 6:35 am
by shakotay2
what?

Here's a modified version 0.22a of hex2obj:
Hex2obj_0.22a.zip

It's the exe file only. So you'll need to download the complete version of hex2obj from my sigs link
to get it working.

You have to enter 49 as a "face's offset" into the edit box right to the 'std' button.

Use this h2o file for boat2s.pro, Object04:
0x453 81
Vb1
18 99
0xE5 48
040000
0x0 255

I tried an UVpos of 14 and Word_UV but seems is not.
Maybe UVs are merged as full floats into the face indices block - didn't check this.

There's further submeshes in this pro file:
S_R_Arm
S_L_ARM
Line09

S_L_SHOE
Object01
Cylinder14
Sphere07
Cylinder12
Cylinder13
Cylinder08

They are marked by a sequence of 8 x FF or 12 x FF.

h2o file for S_R_ARM:
0xF7A 120
Vb1
18 99
0xCAE 39
040000
0x0 255

Don't forget to enter the 49 offset!

For start of vertices and face index block (sponge.PRO) have a look at this picture:
sponge.counts.JPG
Don't forget to multiply the face count (0xB8) with 3 to get the face indices count (552 dec.) for hex2obj.

Re: SpongeBob Operation Krabby Patty (PC) .PRO model

Posted: Sat Apr 12, 2014 3:59 pm
by lemurboy12
err..... what? I was thinking more of a quickbms script. All that is way far ahead of what I know.

Re: SpongeBob Operation Krabby Patty (PC) .PRO model

Posted: Sat Apr 12, 2014 5:12 pm
by shakotay2
might take some time 'till someone will write a quickbms script for you...

Meanwhile you could try out hex2obj. It's a tool designed for noobs
and it's easier to use than you might think of.

Load boat2s.pro and boat2s.h2o into hex2obj.
Press the mesh button:
boat2s.jpg
boat2s.h2o is a simple text file containing the data shown in my previous post.

All you have to do to get further submeshes from boat2s.pro is
to find the startaddresses of face indices and vertices and the face indices count.
(The vertex count is calculated automatically.)

Image

Re: SpongeBob Operation Krabby Patty (PC) .PRO model

Posted: Sat Apr 12, 2014 7:00 pm
by lemurboy12
I'm trying to get all the values for BOAT3.PRO, but I don't know what I'm doing. Where do I start?

Re: SpongeBob Operation Krabby Patty (PC) .PRO model

Posted: Sat Apr 12, 2014 7:34 pm
by lemurboy12
Actually, nevermind. I found out that the game uses the engine Power Render, and the SDK has a model viewer. Thanks for your help, though.

Re: SpongeBob Operation Krabby Patty (PC) .PRO model

Posted: Sun Apr 13, 2014 5:18 pm
by Karpati
lemurboy12 wrote:Actually, nevermind. I found out that the game uses the engine Power Render, and the SDK has a model viewer. Thanks for your help, though.
The 3D Object Converter supports the Power Render .pro format since about 9-10 years.
http://3doc.i3dconverter.com