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Brute Force (XBOX 2003) - Models

Posted: Sun Feb 04, 2018 1:41 pm
by Pepsee
Hello yet again, everyone

After some more digging, I came upon what seems to be the model format for the game, however I have no idea where to even start. It seems to be a library of models used within the level. The format is .ivd as I can see.
I've uploaded some samples: here.
Here is the full directory for whoever is interested.
Thank you for your attention and I'm looking forward to porting these models to source!

Re: Brute Force (XBOX 2003) - Models

Posted: Wed Feb 07, 2018 11:21 am
by Pepsee
*bump*

Re: Brute Force (XBOX 2003) - Models

Posted: Mon Feb 01, 2021 2:49 am
by Pepsee
Alright, I did some more digging into the filetypes. I am restless over these assets for this game is a childhood classic of mine and I'd love to witness these models and animations close up.

Textures and Sounds have been solved for the most part in the threads linked.


The models and animations are found inside various different containers/archives:
BF_Folder_Contents.png
For models: .ivd, .ipn (their names must be referenced inside of the .xmb file with the same name)
For animations: .chnl, .xmb (for animation names)

Thank you so much for your time and I apologize for the annoyance, I just really wish to get these some day~
Have a good one! :D

Here is the link to the samples uploaded: https://mega.nz/file/8AZATR6R#fnLxzEC8A ... 8G-Jt-8my0

Re: Brute Force (XBOX 2003) - Models

Posted: Mon Feb 01, 2021 5:46 pm
by shakotay2
objects-e01-ivdfst-SM.png
(Some fiddling required to get the rest of the vertices.)
FVFsize toggles between 24 and 32 for example.

Re: Brute Force (XBOX 2003) - Models

Posted: Mon Feb 01, 2021 7:44 pm
by shakotay2
You can try out dozens of face index blocks - fail so far:
.
0xDDE8C.png

Re: Brute Force (XBOX 2003) - Models

Posted: Mon Feb 01, 2021 8:21 pm
by Pepsee
Woah, those are some funky looking models. Is there any script I can use to import them? They seem to have their own proprietary and unique format.. I suck at Hex2Obj and I don't want to lose their rigging data either.

Re: Brute Force (XBOX 2003) - Models

Posted: Mon Feb 01, 2021 8:30 pm
by shakotay2
Pepsee wrote: Mon Feb 01, 2021 8:21 pm Woah, those are some funky looking models. Is there any script I can use to import them?
You don't think I'd struggle around with hex2obj if I had access to scripts, do you? :D
I suck at Hex2Obj and I don't want to lose their rigging data either.
I know. But atm there's no way around.
.
map&giant.png

Re: Brute Force (XBOX 2003) - Models

Posted: Mon Feb 01, 2021 11:36 pm
by DKDave
The index to the files is stored inside the .xmb files (which weren't in the uploaded data), and then it all becomes a bit clearer.

So in objects-e01.xmb, for example, at offset 0xbfb you've got 0x290 for the faces and 0x26 vertices at 0xb8acc. Seems like each entry is 0x39 bytes.

Parts of these xmb files are obfuscated, so not sure how to parse them to get to the file table, but it might help.

Re: Brute Force (XBOX 2003) - Models

Posted: Tue Feb 02, 2021 2:11 am
by Pepsee
shakotay2 wrote: Mon Feb 01, 2021 8:30 pm
Pepsee wrote: Mon Feb 01, 2021 8:21 pm Woah, those are some funky looking models. Is there any script I can use to import them?
You don't think I'd struggle around with hex2obj if I had access to scripts, do you? :D
I suck at Hex2Obj and I don't want to lose their rigging data either.
I know. But atm there's no way around.
.
map&giant.png
Yeah you're right, you wouldn't bother with Hex2Obj and sadly there's no alternative yet. :(
DKDave wrote: Mon Feb 01, 2021 11:36 pm The index to the files is stored inside the .xmb files (which weren't in the uploaded data), and then it all becomes a bit clearer.

So in objects-e01.xmb, for example, at offset 0xbfb you've got 0x290 for the faces and 0x26 vertices at 0xb8acc. Seems like each entry is 0x39 bytes.

Parts of these xmb files are obfuscated, so not sure how to parse them to get to the file table, but it might help.
Those xmb archives might be the best source of information atm, to be honest. Wish this was a more well-known and used format.

Re: Brute Force (XBOX 2003) - Models

Posted: Tue Jul 13, 2021 11:42 am
by Knightly Doggo
Any recent progress been made on this? I would also like to get the models as well.

Re: Brute Force (XBOX 2003) - Models

Posted: Tue Jul 13, 2021 3:21 pm
by Pepsee
Knightly Doggo wrote: Tue Jul 13, 2021 11:42 am Any recent progress been made on this? I would also like to get the models as well.
Sadly, no. I managed to emulate the game but I can't ninjarip from XEMU and I'd most likely not get the models in a T-pose anyways..
I have reuploaded the files here for people's convenience since the old link was dead.
https://mega.nz/file/oQpwmCbA#ta5OAK_jW ... 75My5z1R9E

EDIT: More links in the main post for whoever is curious

Really hoping we'll be able to rip these files sometime in the future!! :D

Re: Brute Force (XBOX 2003) - Models

Posted: Thu Jul 15, 2021 2:03 pm
by eeveemaster
Omg, I thought nobody else knew about Brute Force! I recently got reminded of it due to youtube recommendations! I really hope we get to have access to the models it had! they were so cool! Maybe even the guns as well! :D

Re: Brute Force (XBOX 2003) - Models

Posted: Fri Jul 16, 2021 9:27 am
by Pepsee
I've managed to find some screenshots on a very old personal website owned by technical artist Shea McCombs. It showcases the UI, some weapons models and map previews apparently done in maya.


Here's the website, besides screenshots there's not much else..


Image
Image
Image
Image

Re: Brute Force (XBOX 2003) - Models

Posted: Fri Jul 16, 2021 1:15 pm
by shakotay2
I don't have objects-e01.xmb and I wouldn't download 435 MB just to have a look at this one file.

Re: Brute Force (XBOX 2003) - Models

Posted: Fri Jul 16, 2021 2:49 pm
by Pepsee
shakotay2 wrote: Fri Jul 16, 2021 1:15 pm I don't have objects-e01.xmb and I wouldn't download 435 MB just to have a look at this one file.
Here you go, hope this helps!