Page 3 of 4

Re: Jet Set Radio HD Level Model File

Posted: Tue Mar 16, 2021 2:33 am
by screenracer
egregiousguy wrote: Tue Mar 16, 2021 12:42 am Well that was quicker than I thought. I just need to do this for the rest of them and then I guess I can call it a day.
Huh, nice! Also I'm just curious, is there seperate head/hand models in the bin files? In JSRF they used seperate head/hand models for different facial expressions and hand poses, just curious if JSR did the same

Re: Jet Set Radio HD Level Model File

Posted: Tue Mar 16, 2021 3:31 am
by egregiousguy
I'll have to check if they use separate models for the head and hand. I would imagine so as there're separate pvr textures with the different expressions in the _txr.bin file and they most likely correspond to a separate mesh that gets swapped out.

Re: Jet Set Radio HD Level Model File

Posted: Tue Mar 16, 2021 9:02 pm
by egregiousguy
So it looks like the .bin data has a few models stored in it. For Beat there are 5 models: Normal, Glow, Normal with can, Glow with can and then a separate face model for different expressions. I'm not sure why all the textures won't load (like the spray can) I must not be writing the NJTL section correctly.

Image

Re: Jet Set Radio HD Level Model File

Posted: Tue Mar 16, 2021 11:45 pm
by screenracer
egregiousguy wrote: Tue Mar 16, 2021 9:02 pm I'm not sure why all the textures won't load (like the spray can)
I'm pretty sure the spraycan is a separate texture, at least in JSRF it was.
Ya' think you'll be able to grab maps as well? Or is the format too messed up? I can send more level files if it would help.

Re: Jet Set Radio HD Level Model File

Posted: Wed Mar 17, 2021 12:27 am
by egregiousguy
I have the texture of the can but I'm not sure why Noesis didn't pick it up. It might be scripting error on my part as I've been doing all this manually and the texture doesn't load on all the other player characters that I've done either. I'll see what I can do about the maps but that might take some time since it's such a larger file.

Re: Jet Set Radio HD Level Model File

Posted: Mon Mar 22, 2021 9:13 pm
by egregiousguy
Started on the map models. I was able to isolate each of the meshes but they're all centered at the origin instead of their correct locations. I'll need to find where that data is stored and implement that somehow.

Image

Re: Jet Set Radio HD Level Model File

Posted: Mon Mar 22, 2021 9:34 pm
by egregiousguy
Also, here's what I pulled out of bikedat.bin. Not the cleanest of models but it's something.

Image

Re: Jet Set Radio HD Level Model File

Posted: Wed Mar 24, 2021 12:05 am
by screenracer
egregiousguy wrote: Mon Mar 22, 2021 9:13 pm Started on the map models. I was able to isolate each of the meshes but they're all centered at the origin instead of their correct locations.
Hmm... I'd imagine getting the map textures to rip with that might be a little difficult too. The level textures are separated into several separate .TXB files as far as I could tell. (inside the .AFS files)
Image
They're still just PVR's though.

Funny enough, the "_ALL" file does not actually contain ALL the textures. I don't get it, these files are wild lol.

Re: Jet Set Radio HD Level Model File

Posted: Wed Mar 24, 2021 7:30 am
by egregiousguy
Yeah, they're just pvr's packed into a single file so I just made a simple Lua script that searched for the header and split them. We could then use PVM Editor to create a PVM out of it. One thing to note though is that the header info for the file length is incorrect on some of the PVR's so I had to make a file length check in the script to fix the header if it didn't match in order to load those properly.
texpack_st1_all.png

Re: Jet Set Radio HD Level Model File

Posted: Wed Mar 31, 2021 1:25 am
by egregiousguy
Got hung up a bit on the map so I wanted to take a stab at the collision map model. This was a lot more complex than I had hoped for but I managed to figure it out. Aside from the complete triangle strip sequence, there are other tables further into the file that describe the triangle strip length, pointers the start of the tri strip and pointers to the vertex group they belong to (which I used to add up the face count as they start over for each group). I ended up writing a small Lua script for it but it's not fully automatic just yet as I don't know where in the file these table offsets are stored but it should work for each map as long as you spent the time finding the offsets for each table.

The resulting collision map model looks like this.

Image

Re: Jet Set Radio HD Level Model File

Posted: Wed May 05, 2021 3:04 am
by SHUTDOWNOfficial
egregiousguy wrote: Tue Mar 16, 2021 9:02 pm So it looks like the .bin data has a few models stored in it. For Beat there are 5 models: Normal, Glow, Normal with can, Glow with can and then a separate face model for different expressions. I'm not sure why all the textures won't load (like the spray can) I must not be writing the NJTL section correctly.

Image
Is there any way you could upload these models and/or share the process needed to rip them? I've wanted to rip the JSR models for a long time but have no idea how.

Re: Jet Set Radio HD Level Model File

Posted: Wed May 19, 2021 12:03 am
by jetoralive
please if at all possible share the player character models or the process to extract, I'm also someone who's been looking for them for years. this is awesome work!

Re: Jet Set Radio HD Level Model File

Posted: Tue Apr 05, 2022 10:40 am
by Kexana
Sorry if necro posting, Has there been any update on releasing the models, even only the meshes? I'm very excited and this seems very promising!

Re: Jet Set Radio HD Level Model File

Posted: Sat May 28, 2022 8:54 am
by jetoralive
any new updates for this?

Re: Jet Set Radio HD Level Model File

Posted: Mon May 30, 2022 7:40 am
by shakotay2
Sadly egregiousguy left nothing but pictures, afaics. So all his work doesn't help. It's rather unlikely that someone else will take up the tedious analysing, imho.

Latest valuable input came from JSS442, see here (click on up arrow):
JSS442 wrote: Tue Dec 15, 2020 3:02 pm
Many thanks again for that! :)