Re: Gran Turismo 6 Models
Posted: Sat Aug 16, 2014 12:00 pm
PseT wrote:Hello,
Question probably stupid, but how to read the file is in ISO GT6?
Is it possible to extract the circuits? Red Bull Ring and Mount Panorama interests me
use offzip -1 -a -z -15 body_s outputFolder 0rex1825 wrote:@EcheloCross, can you tell us secret how you did all that? I'd like to look into those 3d models
Cheers...
...I presume same goes for courses also?EcheloCross wrote:use offzip -1 -a -z -15 body_s outputFolder 0rex1825 wrote:@EcheloCross, can you tell us secret how you did all that? I'd like to look into those 3d models
Cheers...
this will create 1 file from the body_s that is merged and decompressed
inside the new file, you'll see vertices as 32bit big endian floats in a 12 byte stride, and faces as 16bit big endian unsigned shorts in a stride of 6
the addresses will be different in each decompressed body_s, look for 0x00, 0x00, 0x00, 0x01, 0x00, 0x02 for the faces data, the vertices will be directly before them for the current mesh object
just about the same, the rwy files have a different setup than the body filesrex1825 wrote:
...I presume same goes for courses also?
Cheers...
...OK, sorry maybe this is a bit too much now, I've got from body_s file a 00000000.neo file and inside when looking trhough HxD I found only one 0x00, 0x00, 0x00, 0x01, 0x00, 0x02. So, before that are vertexes and after it's mesh, but how does a 3D program recognize this (like 3DS Max)? If it's too complicated don't bother explaining at all.EcheloCross wrote:use offzip -1 -a -z -15 body_s outputFolder 0rex1825 wrote:@EcheloCross, can you tell us secret how you did all that? I'd like to look into those 3d models
Cheers...
this will create 1 file from the body_s that is merged and decompressed
inside the new file, you'll see vertices as 32bit big endian floats in a 12 byte stride, and faces as 16bit big endian unsigned shorts in a stride of 6
the addresses will be different in each decompressed body_s, look for 0x00, 0x00, 0x00, 0x01, 0x00, 0x02 for the faces data, the vertices will be directly before them for the current mesh object
You need to parse the binary data and write it to a format that a 3d program can read.rex1825 wrote: ...OK, sorry maybe this is a bit too much now, I've got from body_s file a 00000000.neo file and inside when looking trhough HxD I found only one 0x00, 0x00, 0x00, 0x01, 0x00, 0x02. So, before that are vertexes and after it's mesh, but how does a 3D program recognize this (like 3DS Max)? If it's too complicated don't bother explaining at all.
I work in 3D for long time, but it is kinda new all this with hidden dataEcheloCross wrote:idk about gt5, never touched it.
You need to parse the binary data and write it to a format that a 3d program can read.rex1825 wrote: ...OK, sorry maybe this is a bit too much now, I've got from body_s file a 00000000.neo file and inside when looking trhough HxD I found only one 0x00, 0x00, 0x00, 0x01, 0x00, 0x02. So, before that are vertexes and after it's mesh, but how does a 3D program recognize this (like 3DS Max)? If it's too complicated don't bother explaining at all.
I use c# primarily for binary parsing, but it can be done in any language.
I suggest wavefront obj if you're new to 3d formats, as its all text.
(There is a tool somewhere on this forum that will probably to it) viewtopic.php?f=29&t=10894
I've never used it, so don't ask.