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Giana Sisters : Twisted Dreams - Owltimate Edition NX files

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GianaSistersFan64
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Giana Sisters : Twisted Dreams - Owltimate Edition NX files

Post by GianaSistersFan64 »

I found 4 rendermesh files in one of the pak files of the game, and they are very big so i'm guessing these must contains all the models of the game. Using the convertor tool (which meant to be used for the PC version) don't give much anything, all i got was a weird looking model and a giant vine. The extentions are different, instead of being win32 files, they are nx files so that's probably why we get nothing interesting by using the convertor. Unfortunately, i didn't find any other informations about these files.
Here are the files : http://www.mediafire.com/file/tk1ec4sw6 ... s.zip/file
It's would be nice if we can get skeleton datas as well as the dark counterpart of the level objects. I have been struggling to have the game's models perfectly ripped.
Sorry for grammar, i'm french and dysphasia.
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Re: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

Post by shakotay2 »

Using hex2obj (view link in my sig)
.
rendermesh_0.png
(One submesh only.)
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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: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

Post by GianaSistersFan64 »

shakotay2 wrote: Sun Dec 13, 2020 1:11 pm Using hex2obj (view link in my sig)
.
rendermesh_0.png
(One submesh only.)
I tried a bit of experience with Hex2obj before, but it's pretty confusing for me. Also for unknown reason, i can't open rendermesh_0.bin.nx with it.
Sorry for grammar, i'm french and dysphasia.
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Re: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

Post by DKDave »

Yeah, there's a lot of meshes in those files - at least in 0.bin and 1.bin. Files 2 and 3 seems to have lots of "mesh" data but no face information that I can see. File 0 alone has 4998 separate meshes. Here's an example of one (obviously I don't have textures to test it with):

Image
I see a vision rising, dreary, Fading in as children play twilight games, In the town called Ordinary, An eye of light reveals a gateway to doomsday
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Re: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

Post by GianaSistersFan64 »

DKDave wrote: Sun Dec 13, 2020 8:02 pm Yeah, there's a lot of meshes in those files - at least in 0.bin and 1.bin. Files 2 and 3 seems to have lots of "mesh" data but no face information that I can see. File 0 alone has 4998 separate meshes. Here's an example of one (obviously I don't have textures to test it with):

Image
Rendermesh 2 and 3 are probably used to make models morph into their dark counterpart which mean they are vertex shaders. Though having the models ripped from them would still be nice, even if there's only vertices.

There was a convertor for the models files of the game, but work only on win32 files since they had that extension. Also rendermesh files where in every level files, which had the models that the level were using so getting all models at once was difficult.

Maybe the creator of the convertor (or someone else) can create an alt version that work perfectly for the nx files.

By the way, despite i have all textures of the game, i don't know which of them fit in your ripped model.
Sorry for grammar, i'm french and dysphasia.
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Re: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

Post by shakotay2 »

rendermesh_0-0x5F415b8.png
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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: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

Post by DKDave »

The format of the whole archive isn't too bad - there's a table at the start which has info like the stride value for each mesh. This is referenced from the 2nd table, which has the vertex/face counts, etc. Then the vertex/face data tables after that.

There's probably an index somewhere for the textures that are referred to from the mesh data in these files.

Here's one of the meshes without face data from 2.bin. Logically there should probably be face data somewhere, but doesn't seem to be in files 2 & 3.

29,000 vertices in this mesh.

Image
I see a vision rising, dreary, Fading in as children play twilight games, In the town called Ordinary, An eye of light reveals a gateway to doomsday
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Re: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

Post by GianaSistersFan64 »

shakotay2 wrote: Sun Dec 13, 2020 8:53 pm rendermesh_0-0x5F415b8.png
Ok for some unknown reasons i can open rendermesh_0 on Hex2obj. I took the coordinate of the model shown here and put it texture on it.
Carriagesmall.png
DKDave wrote: Sun Dec 13, 2020 9:11 pm The format of the whole archive isn't too bad - there's a table at the start which has info like the stride value for each mesh. This is referenced from the 2nd table, which has the vertex/face counts, etc. Then the vertex/face data tables after that.

There's probably an index somewhere for the textures that are referred to from the mesh data in these files.

Here's one of the meshes without face data from 2.bin. Logically there should probably be face data somewhere, but doesn't seem to be in files 2 & 3.

29,000 vertices in this mesh.

Image
Can you tell me how you get the models step by step? I'd love to get the Owlverlords and other enemies i didn't got.

Since texture files aren't mentioned, you have to find the texture yourself on the textures folder by basing it from the shape and UV of the model. For exemple, the carriage shown here is a popular level object so it's was easy to find. But there is others that are hard to recognise and look for their textures.
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Sorry for grammar, i'm french and dysphasia.
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Re: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

Post by DKDave »

If you want to try out my hacked together work in progress Noesis script, I've attached it.

You only need to enter the required mesh number in the file and it should display it. UVs and normals are included where known, as not every mesh has the same vertex layout!
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Re: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

Post by shakotay2 »

Nice script! Position offsets would be nice, too, to not have the meshes clumped:
.
a1000submeshes.png
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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: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

Post by shakotay2 »

1000-2000.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
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

Post by shakotay2 »

4000-4500.jpg
4000-4500
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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: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

Post by GianaSistersFan64 »

DKDave wrote: Mon Dec 14, 2020 1:05 am If you want to try out my hacked together work in progress Noesis script, I've attached it.

You only need to enter the required mesh number in the file and it should display it. UVs and normals are included where known, as not every mesh has the same vertex layout!
Thanks for the script but unfortunately i couldn't reach my laptop until next Saturday. I see in those pictures this is a mess but despite that, i can recognize some model like the floating boats, owl machine and other platforms.

I was always curious if the unused enemies had their models. I found their textures files, but i can't find them in-game nor their animation files. https://mobile.twitter.com/YukkuriFan64 ... 9645177864
Sorry for grammar, i'm french and dysphasia.
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Re: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

Post by DKDave »

I've looked for the positional info in the file but couldn't see anything that worked - unless someone else knows where it is, and I can easily add it.
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Re: Giana Sisters : Twisted Dreams - Owltimate Edition NX files

Post by GianaSistersFan64 »

DKDave wrote: Mon Dec 14, 2020 2:05 pm I've looked for the positional info in the file but couldn't see anything that worked - unless someone else knows where it is, and I can easily add it.
Have you checked both rendermesh 0 and 1? Character models are always located at the end of rendermesh files so they are probably located in rendermesh 1.
I'd love to help you, but i don't know much about hex analysis, so good luck :wink:
Sorry for grammar, i'm french and dysphasia.
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