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$40 for Help Exporting Stadiums from a ps2 game

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Joserod1980
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Re: Please Help Exporting Stadiums

Post by Joserod1980 »

what do you mean include it into the project you mean the stadium files?
if so yes please perhaps during that phase you will find something new to fix it
and one question i was reading the hex2obj tutorial sorry for this stupid question
but i have 0 experience with this can u please tell me what hex editor u use on the tutorial and stadium files
i tried the ones you suggested but it seem different from the pics you posted even the offset are different
i see japanese letters on the right its totally different from the pics theres a lot of settings legacy unfiltered
defaul ansi default ascii unicode and a lot of other stuff and i have no idea
how to make it look the same i just want to follow the tutorials easier thanks
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Re: Please Help Exporting Stadiums

Post by shakotay2 »

Joserod1980 wrote:what do you mean include it into the project you mean the stadium files?
I meant to include the shown "C" code which allows to print out some pixels which don't appear to be a stadium.
if so yes please perhaps during that phase you will find something new to fix it
I would do if you knew "C".
I won't waste time on it if you don't.
And I surely won't find something new during the phase of copying a code snippet from one project to the other.

My hopes were to motivate you to help yourself. I'm too busy with other projects.
can u please tell me what hex editor u use on the tutorial and stadium files
i tried the ones you suggested but it seem different from the pics you posted even the offset are different
It's an evaluation copy of WinHex. But any hex editor should do. The offsets are a matter of the entered start address and the count of bytes per row. (Seems you'll have to start from the very, very beginning. :) )
i see japanese letters on the right its totally different from the pics theres a lot of settings legacy unfiltered
defaul ansi default ascii unicode and a lot of other stuff and i have no idea
how to make it look the same
That's a matter of localization. You can completely ignore the hex code's ASCII representation on the right. (It is just helpful to find strings and patterns easier.)
The font is WinHex Big (Options/General).
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Joserod1980
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Re: Please Help Exporting Stadiums

Post by Joserod1980 »

Yes i will learn im already reading everything i can find
it will take long as you can see from my questions i have 0 skills in hex and programming
but im really interested in all of this i think its amazing what you guys do
do you think C is the best for a person as stupid as me to try to learn first?
and thank you for your patience
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shakotay2
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Re: Please Help Exporting Stadiums

Post by shakotay2 »

Joserod1980 wrote:do you think C is the best for a person as stupid as me to try to learn first?
First of all:
change your attitude. :)
You're NOT stupid.

"C" is feared by some people because of its use of pointers. They prefer C# (C sharp) or java.

You could check for QBasic (QB64 for newer windows versions):
http://www.schoolfreeware.com/Freeware_ ... nload.html
There's a link to Visual Basic (Express, free), too.

But maybe you'd try out java:
java-Drawlines.JPG
Get the java code from here:

http://stackoverflow.com/questions/5801 ... es-in-java
post from Andrew Thompson as of Apr 27 '11, "DrawLines.java"

copy it to DrawLines.java

create a manifest.txt file with this contents:

Code: Select all

Main-Class: DrawLines
(Don't forget to press ENTER after "Main-Class: DrawLines" before saving the manifest.txt)

Copy the java and the txt file into a folder of your choice.

With java installed do a build on the command line (in the folder the java file is contained in):
javac DrawLines.java

Then create a jar file:
jar cvfm drawl.jar manifest.txt *.class

c: create a JAR file, v: verbose, f: out to a file (here: drawl.jar), m: use manifest file

in the command line type
drawl.jar [ENTER]

(You could doublelick the jar file in an explorer window, too.)
Then learn java if you think that's something you could deal with. :)

btw: you wouldn't use the command line. (That's reserved to nerds like me. :D )
I would suggest using a java IDE like NetBeans for example.
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Joserod1980
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Re: Please Help Exporting Stadiums

Post by Joserod1980 »

Hi shakotay i started reading tutorials do me a favor i saw on other post that you are really fast and good with hex2obj
can you please take a look at this file and tell me if you can open it there and please tell me if this would be a good
first model for me to try to open thank you for all your help
http://www4.zippyshare.com/v/nqJ7gMic/file.html
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Re: Please Help Exporting Stadiums

Post by shakotay2 »

Joserod1980 wrote:can you please take a look at this file and tell me if you can open it
from a first glance it seems to be compressed. (Maybe try offzip on it.)
there and please tell me if this would be a good first model for me to try to open
there are dozens of simpler model examples hex2obj was used on. Maybe try out one of them?
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Joserod1980
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Re: $40 for Help Exporting Stadiums from a ps2 game

Post by Joserod1980 »

Hey guys please i hope someone can help
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Re: $40 for Help Exporting Stadiums from a ps2 game

Post by shakotay2 »

yeah, this forum is full of posts like this one: "please someone can help me?"

But what do you guys do once you've being helped?
Why not use the infos you were given to proceed for yourself?

This is what the helpers (me at least) expect in a research forum.

Try to gain some basic coding skills to at least be able to read bytes from a binary file, for example.

Anyway, I used the code snippet from my post as of Sat May 02, 2015 7:52 am to get Toyota stadium.

Something is still wrong but the approach seems to make sense:
Toyota_stadium.jpg
(836 submeshes)

Face indices still missing; maybe they have to be autocreated.
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: $40 for Help Exporting Stadiums from a ps2 game

Post by Gh0stBlade »

shakotay2 wrote: Face indices still missing; maybe they have to be autocreated.
It's a PS2 game so that's very likely. There might be a flag within each vertex specifying the draw direction etc. I'd take a look but the provided model files are too large.
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shakotay2
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Re: $40 for Help Exporting Stadiums from a ps2 game

Post by shakotay2 »

Autocreated face indices such as f 1 2 3, f 4 5 6 don't produce good results:
autoFIs.jpg
(using tri strips it looks even worse)

(I could try something like f 1 2 4
f 3 5 6
or something like that but to be honest, I'm lacking in some motivation for such.)
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: $40 for Help Exporting Stadiums from a ps2 game

Post by Gh0stBlade »

How are you generating the face indices? Can I see the code?
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shakotay2
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Re: $40 for Help Exporting Stadiums from a ps2 game

Post by shakotay2 »

Code: Select all

void build_TriList (WORD VertexCount)
{	
	int faceDir, startDir= -1 ;
	WORD a=0, b=1, cnt=0, f1,f2,f3 ;

	f1 = a + 1 ;
	f2 = b + 1 ;
	faceDir = startDir ;
	do {
		cnt++ ;	f3 = cnt ;
		faceDir *= -1 ;
		if ((f1!=f2)&&(f2!=f3)&&(f3!=f1)) {
			if (faceDir > 0) fprintf( stream, "f %d %d %d\n", f1, f2, f3 ) ;
			else fprintf( stream, "f %d %d %d\n", f1, f3, f2 ) ;
		}
		f1 = f2 ;
		f2 = f3 ;
	} while (cnt < VertexCount) ;
}
But it looks like it were a problem of duplicate vertices:

g sm_225
v -0.609699 -0.965056 0.000000
v -0.609699 -0.965056 0.000000

v -0.603565 -0.960631 -0.161901
v -0.603565 -0.960631 -0.161901

v -0.603565 -0.960631 0.161962
v -0.603565 -0.960631 0.161962

v -0.597461 -0.956236 -0.323862
v -0.597461 -0.956236 -0.323862

v -0.597461 -0.956236 0.323893
v -0.597461 -0.956236 0.323893

v -0.585192 -0.947386 -0.485794
v -0.585192 -0.947386 -0.485794

v -0.585192 -0.947386 0.485824
v -0.585192 -0.947386 0.485824

v -0.578448 -0.932279 0.000000
v -0.578448 -0.932279 0.000000
[...]

well, removing the duplicate vertices did the trick (more or less and for one submesh only):
duplicateVerts_removed.jpg
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Joserod1980
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Re: $40 for Help Exporting Stadiums from a ps2 game

Post by Joserod1980 »

thanks for everything
i have ask for some guidance from other people here on the forums and none of them even answer
thats why its a bit harder for someone like me to understand very basic stuff ,i feels like im bothering
and i dont feel comfortable asking more stuff thats why i just let it die of course im interested specially in getting the 3d models
but i guess i have to do it on my own you are the only one that have really answer any of the stuff i asked and i really appreciated
i even asked a simple question about ripping stuff from google earth a couple of months a go and no one even notice on the ninja ripper post.
thanks for everything
metalex
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Re: $40 for Help Exporting Stadiums from a ps2 game

Post by metalex »

shakotay2 wrote:

Code: Select all

void build_TriList (WORD VertexCount)
{	
	int faceDir, startDir= -1 ;
	WORD a=0, b=1, cnt=0, f1,f2,f3 ;

	f1 = a + 1 ;
	f2 = b + 1 ;
	faceDir = startDir ;
	do {
		cnt++ ;	f3 = cnt ;
		faceDir *= -1 ;
		if ((f1!=f2)&&(f2!=f3)&&(f3!=f1)) {
			if (faceDir > 0) fprintf( stream, "f %d %d %d\n", f1, f2, f3 ) ;
			else fprintf( stream, "f %d %d %d\n", f1, f3, f2 ) ;
		}
		f1 = f2 ;
		f2 = f3 ;
	} while (cnt < VertexCount) ;
}
But it looks like it were a problem of duplicate vertices:

g sm_225
v -0.609699 -0.965056 0.000000
v -0.609699 -0.965056 0.000000

v -0.603565 -0.960631 -0.161901
v -0.603565 -0.960631 -0.161901

v -0.603565 -0.960631 0.161962
v -0.603565 -0.960631 0.161962

v -0.597461 -0.956236 -0.323862
v -0.597461 -0.956236 -0.323862

v -0.597461 -0.956236 0.323893
v -0.597461 -0.956236 0.323893

v -0.585192 -0.947386 -0.485794
v -0.585192 -0.947386 -0.485794

v -0.585192 -0.947386 0.485824
v -0.585192 -0.947386 0.485824

v -0.578448 -0.932279 0.000000
v -0.578448 -0.932279 0.000000
[...]

well, removing the duplicate vertices did the trick (more or less and for one submesh only):
duplicateVerts_removed.jpg
hi dude
How is this going on the export of stadiums from ps2 to blender?

Can one doubt export them backwards?
As in pc it could be in ps2?
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shakotay2
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Re: $40 for Help Exporting Stadiums from a ps2 game

Post by shakotay2 »

metalex wrote:Can one doubt export them backwards?
We'd need a proper export to obj first.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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