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New Progress on Force Unleashed 2 DLC

Posted: Thu Nov 23, 2017 4:43 am
by nightwolf1982
After banging my head against the Xbox 360 files for months, I finally got hold of the PS3 version of the Force Unleashed 2 DLC, and I finally have a better idea of how this stuff is put together.

After extracting the .arc files with Noesis, The files break down into 3 folders, AUDIO, LEVELPACKS, and NLP. The LEVELPACKS folder contains the LP files (ENDOR1_PS3.LP, PLAYERBLOODARMOUR.ACTOR.XML_PS3.LP, etc...) while the NLP folder contains a number of CLUSTER files (CPU#.CLUSTER, GPU#.CLUSTER) and a TEST.LEVELPACKMETADATA. It's in the CLUSTER files that the models and textures are stored, and the LPMD somehow links everything together. This is where I'm now hitting a brick wall, though, as I can't seem to find the links between the LPMD file and the CLUSTER files.

links for samples:
ackbar:
https://drive.google.com/file/d/1lR47Em ... sp=sharing
bloodarmour:
https://drive.google.com/file/d/19CpBFO ... sp=sharing
sith starkiller:
https://drive.google.com/file/d/1a-RoD3 ... sp=sharing

Re: New Progress on Force Unleashed 2 DLC

Posted: Thu Nov 15, 2018 5:07 am
by nightwolf1982
Has anyone taken a look at these?

Re: New Progress on Force Unleashed 2 DLC

Posted: Sat Nov 17, 2018 11:31 pm
by nightwolf1982
Seriously, I think this is the key to getting to the Endor DLC models; I can't believe no one is interested in them, even after all this time.


The LevelPackMetaData files have tables with the file directories and names, and directly references the different CPU and GPU CLUSTER files. If someone can figure out how these are connected, (this is beyond my meager coding skills, sadly), then we'll have a way to access models we've never been able to get to before.


zaramot? daemon1? Anyone?

Re: New Progress on Force Unleashed 2 DLC

Posted: Sun Nov 18, 2018 12:03 am
by zaramot
Yup, now it's all there all the info to build the model. Damn, I remember I had some hard times getting those models out long ago. Especially Leia, since it's not a player costume etc.
Those two models were cool though, sadly have no idea where they are now lol It happens:(
https://www.deviantart.com/elonir/art/S ... -549458161
https://www.deviantart.com/elonir/art/S ... -549728029

Re: New Progress on Force Unleashed 2 DLC

Posted: Sun Nov 18, 2018 1:06 am
by nightwolf1982
The question now is how do we build them?

Re: New Progress on Force Unleashed 2 DLC

Posted: Sun Nov 18, 2018 5:18 am
by shakotay2
nightwolf1982 wrote:Seriously, I think this is the key to getting to the Endor DLC models; I can't believe no one is interested in them, even after all this time.
Seriously, what do you expect? Going just straight into structures (which you do present nothing of) without talking about models?
Did you try to get a pointcloud at least?
CPU4-Cluster.png
(face indices not found so far.)
The LevelPackMetaData files have tables with the file directories and names, and directly references the different CPU and GPU CLUSTER files. If someone can figure out how these are connected, (this is beyond my meager coding skills, sadly),
Which coding skills do you have then?
And without knowing vertex count and/or face indices count all examining the LevelPackMetaData will end up in wild guessing.

filesizes of CPU0, 4 and 8 in TEST.LPMD:
0x4A85: 0x400000 = 4194304
0x4B15: 0x043000 = 274432
0x4BA5: 0x191000 = 1642496

Re: New Progress on Force Unleashed 2 DLC

Posted: Mon Nov 19, 2018 1:15 am
by nightwolf1982
shakotay2: There is absolutely no reason to be rude. I've openly admitted that what little skills I have aren't up to figuring this out. Every time I've tried to get help, I've been met with either complete disinterest, or open hostility.

I'm sorry; I haven't had years to build experience and skill in ferreting out which part of the hex code is possibly a vertex and which is referencing file sizes - that's why I'm asking for help.

Re: New Progress on Force Unleashed 2 DLC

Posted: Mon Nov 19, 2018 1:25 am
by shakotay2
nightwolf1982 wrote:shakotay2: There is absolutely no reason to be rude. I've openly admitted that what little skills I have aren't up to figuring this out. Every time I've tried to get help, I've been met with either complete disinterest, or open hostility
I don't know what you're talking about. If you think I'm hostile (which is nonsense, btw) I'll better leave you alone with your request.
cheers

Re: New Progress on Force Unleashed 2 DLC

Posted: Mon Nov 19, 2018 2:01 am
by nightwolf1982
shakotay2: Your response seemed a bit rude to me, as if you thought this was something so easy to figure out anyone could do it.

I never said you were hostile, only that I've encountered hostility in trying to get help with these models.

Re: New Progress on Force Unleashed 2 DLC

Posted: Mon Nov 19, 2018 6:14 pm
by zaramot
Ah, shakotay2 is most kind and helpful person we could ever imagine lol So, no hostility for sure! As for complete disinterest, well nightwolf1982, friend you should understand - at least me for example. Force Unleashed 2 dlc models it's such an example, when there's a tool for 1 and 2 game, and all models even available on many 3d sites. So, basically someone should put time and efforts to get - how much 10 new models max? Which are right now, completely outdated comparing to quality of modern 3d models (there are tools for Battlefront 2 and most of characters are there). Yes, yes I understand there are some fans, and you love those models - but generally - this just doesn't worth it for most of people. I extracted DLC models long time ago for a great friend of mine, and to say the truth, it was least what I could do xD If they were still in my possession - be sure, I would send them to you, but they were lost. Lol all this mess I wrote just to clarify how I see this situation, please don't be upset:)

Re: New Progress on Force Unleashed 2 DLC

Posted: Mon Nov 19, 2018 6:48 pm
by shakotay2
zaramot wrote:So, basically someone should put time and efforts to get - how much 10 new models max?
yeah, so some efforts from the requester are needed.

@nightwolf1982: so you might wait another year 'til someone hopefully gets a model for you or decide to improve your coding skills. The problem is not the vertices (which are shown by hex2obj as a point cloud) but the face indices.

Trying autocreated faces (buttons: 'Strip' 'Fake') results in an ugly mesh.
That's due to the doubles which you could remove manually if you can't do it via coding.
CPU4-CLUSTER-vertices.png
I can't promiss, though, that the mesh will be fine after having removed dozens of doubles!

(test.obj, created after pressing the 'mesh' button)
# 0x3285: verts= 2165
v 0.074714 1.640210 0.013302
v 0.074714 1.640210 0.013302 # delete
v 0.077186 1.643950 0.018280
v 0.068202 1.647185 0.011111
v 0.068202 1.647185 0.011111 # delete
v 0.115428 1.635206 0.000563
v 0.114793 1.635083 0.003641
v 0.100902 1.634500 0.000476
v 0.100902 1.634500 0.000476 # delete
v 0.100902 1.634500 0.000476 # delete
v 0.071353 1.651835 0.010310
[...]

Re: New Progress on Force Unleashed 2 DLC

Posted: Mon Nov 19, 2018 7:36 pm
by shakotay2
ok, that didn't do the trick - I removed about 140 doubles but as you can see from the resulting mesh there's 2 or three more rules to be followed which I don't know (quads, winding, face culling, whatever):
doublesRemoved.png

Re: New Progress on Force Unleashed 2 DLC

Posted: Mon Nov 19, 2018 7:57 pm
by zaramot
Wow, wow shakotay2, my friend - you don't have to "generate" anything, please check GPU6 file too, I bet it will make more sense xD

Re: New Progress on Force Unleashed 2 DLC

Posted: Mon Nov 19, 2018 9:39 pm
by shakotay2
I see, thanks! :) (I'll check it tomorrow).

Re: New Progress on Force Unleashed 2 DLC

Posted: Tue Nov 20, 2018 12:22 am
by nightwolf1982
I have been trying to extract models on my own, but there's only so much online tutorials can teach. For example, the few tutorials I've read all state that the face indices are usually stored as integers, and the data will look like a scrambled alphabet in text view. There are at least two or three blocks of data that fit that description in these files; but none of them seem to be the indices. Or if any of them are, I haven't found the right starting address.

Then there's the vertex info. I think I know how the starting address is being found (the hex value reads xx xx xx xx 3F), but there are far more entries that follow this than are being read by hex2obj. But if I put anything in other than the info shown in the examples, either nothing happens or I get weird looking point clouds. Except these are supposed to be full character models.

I'm not asking for help just to be lazy or not get better, I'm asking bcause I genuinely just don't know where to go next.