sorry for the double post but i managed to fix the body mesh
the face indices sector starting at ab6b was split into two parts - those parts are using the offset vertices starts + using a different fvf size
first one is the underbody backfacing stuff
0xAB6B 1539
12 99
0xFC9 855
+++++++++++
0xB771 898
36 99
0x4A991 726
second one is the doorseam mesh
https://imgur.com/a/2myeQpq
yet i cant tell if the mapping is right - but for me the meshes are enough
maybe someone is able to update blackracers script for noesis to make this a bit easier
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Initial D Extreme Stage [PS3]
- shakotay2
- MEGAVETERAN
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Re: Initial D Extreme Stage [PS3]
Until someone updates the script you might use Make_obj-efo as a helper tool for getting some params.
(Not perfect, so don't blame me in case...)
. Problem with JZA80C_Window_genuine_00.efo for example, vertex counts do not match
(Point cloud using the lower count looks ok, though.)
submeshNo FIaddr [blocksize] FIcount
0. 0xe74 [4] 0
1. 0x7146 [3446] 1721 -> vCount= 889, from FIs
vStart at 0x8776, vCount: 292, FVFsize: 36 )
(Not perfect, so don't blame me in case...)
. Problem with JZA80C_Window_genuine_00.efo for example, vertex counts do not match
(Point cloud using the lower count looks ok, though.)
submeshNo FIaddr [blocksize] FIcount
0. 0xe74 [4] 0
1. 0x7146 [3446] 1721 -> vCount= 889, from FIs
vStart at 0x8776, vCount: 292, FVFsize: 36 )
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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?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
-
- beginner
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Re: Initial D Extreme Stage [PS3]
Thanks again shakotay
Uv position seems to be 28, but some parts are not even mapped.
https://imgur.com/a/e5qkKOJ
Still need to do the aftermarket rims but the first car is done. Some errors here and there but looks good overall
They do have some decent bodykits in this game, need to check out the other cars as well
Uv position seems to be 28, but some parts are not even mapped.
https://imgur.com/a/e5qkKOJ
Still need to do the aftermarket rims but the first car is done. Some errors here and there but looks good overall
They do have some decent bodykits in this game, need to check out the other cars as well
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Re: Initial D Extreme Stage [PS3]
https://mega.nz/#!1j51kIwC!wwxab4f0xeH2 ... wQ_2vhqkvo
If anyone is interested, these are the object startpoints of all supra meshes
I may missed a few bytes - for example the body mesh contains two false faces (start of another sub mesh)
If anyone is interested, these are the object startpoints of all supra meshes
I may missed a few bytes - for example the body mesh contains two false faces (start of another sub mesh)
- GreenTrafficLight
- beginner
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Re: Initial D Extreme Stage [PS3]
I know I've made a thread for this, but since I think a lot of people are following this one, I'm posting this here.
I wrote a Blender Addons 2.8+ (tested in Blender 2.92.0) to import the models. More details here.
The characters are all skinned now, except one which is Miki (since he has 4 bone weights, and the bone indices isn't in the right order in the vertex buffer).
Miki sample (one vertex buffer at offset 0xC64A8, stride 40, last 8 bytes being the bone indices and bone weights)
In order to import the trees, you will need the folder path with the extension .pa8. There are some values in the .pa8 that I skipped (It might not be important though). The file format is like this :
I'm posting pa8 samples just in case : https://drive.google.com/file/d/1bhCx-O ... sp=sharing
Also, I admit I'm lazy to set up everything to play the Zero version, but I will be glad if someone could picture a high quality picture of this corner in Gunsai since the index for one of the tree isn't precise, so I don't know if I'm importing the right one.
(Unrelated, but I can't believe I've been interested in this format since 2018)
I wrote a Blender Addons 2.8+ (tested in Blender 2.92.0) to import the models. More details here.
The characters are all skinned now, except one which is Miki (since he has 4 bone weights, and the bone indices isn't in the right order in the vertex buffer).
Miki sample (one vertex buffer at offset 0xC64A8, stride 40, last 8 bytes being the bone indices and bone weights)
In order to import the trees, you will need the folder path with the extension .pa8. There are some values in the .pa8 that I skipped (It might not be important though). The file format is like this :
Code: Select all
char Header[4]
int Unknown
uint FileSize
uint TransformationCount
bytes zeros[16]
for i = 0 < TransformationCount
float Translation[3]
float MeshIndex // the float is always a int, except in Gunsai sometimes
float MatrixValue1 // for y rotation ( 3x3 matrix indices [0][2] and [2][0] )
byte Unknown[4]
float MatrixValue2 // for y rotation ( 3x3 matrix indices [0][0] and [2][2] )
byte Unknown[4]
float Rotation[3] // In degrees
float Scale
Also, I admit I'm lazy to set up everything to play the Zero version, but I will be glad if someone could picture a high quality picture of this corner in Gunsai since the index for one of the tree isn't precise, so I don't know if I'm importing the right one.
(Unrelated, but I can't believe I've been interested in this format since 2018)
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Last edited by GreenTrafficLight on Wed Jul 06, 2022 9:31 pm, edited 3 times in total.
- MrZasen
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Re: Initial D Extreme Stage [PS3]
I just installed your addon in my Blender 2.82, but the import result was just a bone when trying to import Akagi, and a couple more bones when importing the S13 headlights, I can't get any meshes...
I saw you gave the folder tree some importance, that's why I haven't modified it.
This is the error I get:
I saw you gave the folder tree some importance, that's why I haven't modified it.
This is the error I get:
Code: Select all
Traceback (most recent call last):
File "C:\Users\Dani\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\efo_BlenderAddons\__init__.py", line 77, in execute
import_efo.main(self.filepath, self.clear_scene, self.import_textures, self.import_trees, self.import_gallery)
File "C:\Users\Dani\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\efo_BlenderAddons\import_efo.py", line 545, in main
build_hierarchy(efo, texture_dir, os.path.splitext(efoName)[0])
File "C:\Users\Dani\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\efo_BlenderAddons\import_efo.py", line 97, in build_hierarchy
bpy.ops.object.empty_add(type='PLAIN_AXES', location=dummy.translation, scale=dummy.scale)
File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\modules\bpy\ops.py", line 201, in __call__
ret = op_call(self.idname_py(), None, kw)
TypeError: Converting py args to operator properties: : keyword "scale" unrecognized
location: <unknown location>:-1
- GreenTrafficLight
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Re: Initial D Extreme Stage [PS3]
I didn't test with Blender earlier versions, only with Blender 2.92. But it seems it was tied to the version, especially Blender 2.8. I made a new release that should fix this.MrZasen wrote: ↑Thu Sep 30, 2021 4:51 pm I just installed your addon in my Blender 2.82, but the import result was just a bone when trying to import Akagi, and a couple more bones when importing the S13 headlights, I can't get any meshes...
I saw you gave the folder tree some importance, that's why I haven't modified it.
This is the error I get:Code: Select all
Traceback (most recent call last): File "C:\Users\Dani\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\efo_BlenderAddons\__init__.py", line 77, in execute import_efo.main(self.filepath, self.clear_scene, self.import_textures, self.import_trees, self.import_gallery) File "C:\Users\Dani\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\efo_BlenderAddons\import_efo.py", line 545, in main build_hierarchy(efo, texture_dir, os.path.splitext(efoName)[0]) File "C:\Users\Dani\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\efo_BlenderAddons\import_efo.py", line 97, in build_hierarchy bpy.ops.object.empty_add(type='PLAIN_AXES', location=dummy.translation, scale=dummy.scale) File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\modules\bpy\ops.py", line 201, in __call__ ret = op_call(self.idname_py(), None, kw) TypeError: Converting py args to operator properties: : keyword "scale" unrecognized location: <unknown location>:-1
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- MrZasen
- ultra-n00b
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Re: Initial D Extreme Stage [PS3]
Fixed, thanks!!GreenTrafficLight wrote: ↑Thu Sep 30, 2021 6:28 pmI didn't test with Blender earlier versions, only with Blender 2.92. But it seems it was tied to the version, especially Blender 2.8. I made a new release that should fix this.MrZasen wrote: ↑Thu Sep 30, 2021 4:51 pm I just installed your addon in my Blender 2.82, but the import result was just a bone when trying to import Akagi, and a couple more bones when importing the S13 headlights, I can't get any meshes...
I saw you gave the folder tree some importance, that's why I haven't modified it.
This is the error I get:Code: Select all
Traceback (most recent call last): File "C:\Users\Dani\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\efo_BlenderAddons\__init__.py", line 77, in execute import_efo.main(self.filepath, self.clear_scene, self.import_textures, self.import_trees, self.import_gallery) File "C:\Users\Dani\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\efo_BlenderAddons\import_efo.py", line 545, in main build_hierarchy(efo, texture_dir, os.path.splitext(efoName)[0]) File "C:\Users\Dani\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\efo_BlenderAddons\import_efo.py", line 97, in build_hierarchy bpy.ops.object.empty_add(type='PLAIN_AXES', location=dummy.translation, scale=dummy.scale) File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\modules\bpy\ops.py", line 201, in __call__ ret = op_call(self.idname_py(), None, kw) TypeError: Converting py args to operator properties: : keyword "scale" unrecognized location: <unknown location>:-1
Awesome work man