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Yakuza 6 (PS4) .gmd

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SpookyMajora
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Yakuza 6 (PS4) .gmd

Post by SpookyMajora »

I was wondering if someone could help with extracting models from Yakuza 6, the file structure is relatively similar to the previous games in the sense that they use .par packing and .gmds for characters, props and maps, however, since they are now using the Dragon Engine the previous tools do not work for .gmds. Textures can be extracted since pars can still be opened with the previous script though. Below are some samples I've provided for some characters and props, if any other samples are needed please let me know.

https://mega.nz/#F!ZZlAFDiQ!sucGttq_tiAFF5B1HmButQ
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Re: Yakuza 6 (PS4) .gmd

Post by shakotay2 »

some kind of quickhack using hex2obj (view link in my sig):
car0640_ambulance.jpg
(You'll need to insert some g sm_xx lines into the obj file, faces section, where xx=00..99 to understand how the submeshes work.)
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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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Re: Yakuza 6 (PS4) .gmd

Post by SpookyMajora »

shakotay2 wrote:some kind of quickhack using hex2obj (view link in my sig):
car0640_ambulance.jpg
(You'll need to insert some g sm_xx lines into the obj file, faces section, where xx=00..99 to understand how the submeshes work.)
Any chance an example can be done using one of the characters such as Kiryu?
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Re: Yakuza 6 (PS4) .gmd

Post by shakotay2 »

I wouldn't know why not.
You'll have to deal with the face indices and uvs, though:
c_am_kiryu_DEMO.jpg
well, that's funny, an FVF size of 72 is also an option with a vertex count of 7077.
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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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Re: Yakuza 6 (PS4) .gmd

Post by shakotay2 »

hands.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
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Re: Yakuza 6 (PS4) .gmd

Post by shakotay2 »

I really get confused by the face indices (FIs) which seem to have some oddities such as the change between standard FIs and triangle strips.
c_am_kiryu_DEMO_.jpg
I also would have expected the next vertex start (corresponding to the changed FIs start address) to be located at 0x2A870 (0xFB40 + 36x3052 dec.) but it isn't.
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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: Yakuza 6 (PS4) .gmd

Post by SpookyMajora »

https://mega.nz/#!0QN0Bbab!sUfzAzBE_ade ... YQvXpyJjjU

Here's some character samples from Hokuto Ga Gotoku, it runs on the Kiwami/0/Ishin engine, however it may be using the same new format of .gmd as 6. It can't be opened by the current Blender script.
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Re: Yakuza 6 (PS4) .gmd

Post by akderebur »

I got a nice point cloud, but no luck with the indices. File used : c_cc_kiryu.gmd

Image

Still I was able to spot some offsets and counts, that I think will be helpful for people who want to give it a try. So first of all there are important offsets and entry counts right at the beginning.

Image

For example the red ones are indices start offset and number of indices. The green ones are offset to a table right before the vertex blocks and again number of entries.

The table that the green offset points to looks like this.

Image

I think the most important stuff here is the count of the first entry which is actually the vertex count. Also there are byte lengths too, so byte length / entry count = vertex block length

With this you basically get all the data you need, but I am not sure how the indices are handled. I tried using triangle strips, but it came out pretty broken. Maybe someone can fix it.

Image
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Re: Yakuza 6 (PS4) .gmd

Post by shakotay2 »

seems it's a matter of submeshing; you can extract ugly submeshes and fine ones, which need some combining:
c_cc_kiryu-gmd.jpg
(g submesh_x line every 1000 faces in the test.obj file)
(The tricky part would be where to place the g submesh_x lines exactly.)
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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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Re: Yakuza 6 (PS4) .gmd

Post by akderebur »

I have just found out that Szkaradek's Yakuza 5 blender script actually works for these files too. Looks like they haven't changed the format. I haven't checked if the skeleton and vertex weights are okay, but at least the meshes are loaded fine.

Image

You can download it here : viewtopic.php?p=118080#p118080 . Just change the endianness, and it works fine.
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Re: Yakuza 6 (PS4) .gmd

Post by SpookyMajora »

akderebur wrote:I have just found out that Szkaradek's Yakuza 5 blender script actually works for these files too. Looks like they haven't changed the format. I haven't checked if the skeleton and vertex weights are okay, but at least the meshes are loaded fine.

Image

You can download it here : viewtopic.php?p=118080#p118080 . Just change the endianness, and it works fine.
I took a look at the models, looks like the UVs aren't working for the models. The models from 6 (and I presume Kiwami 2) can be extracted, however they also suffer from the same UV issue and the rigging seems to be completely broken.
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Re: Yakuza 6 (PS4) .gmd

Post by daemon1 »

Yakuza 6/Kiwami 2/Hokuto ga Gotoku PS4 tools:

viewtopic.php?f=16&t=18276
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Re: Yakuza 6 (PS4) .gmd

Post by bobcan »

shakotay2 wrote:
hands.jpg

How to open files in gmd in Noesis 3.94

look at

Image

download/file.php?mode=view&id=14517
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