Page 1 of 2

Bayonetta XBox360

Posted: Mon Jan 18, 2010 9:38 pm
by loridaz
Here is the file i'm using to try to figure out the file format:

http://www.sendspace.com/file/52vq2a

so, what i have so far:

the first 4 bytes at 0x0 seems to be the idstring '\0BMW' that is 'WMB\0' if we convert to little-endian.

In the hex editor, we can easily spot a 32 bytes pattern at offset 0x80.
The 0x80 value is found a offset 0x18 so it could indicate the begining of a structure.

Image


if we examine the file, we can see that at offset 0x3D40 the pattern is changing and there's no more the 32 bytes pattern.

Image

The 0x3D40 value can be found at offset 0x1C so that could be the offset of another structure.

I do some math on those offset: 0x3D40 - 0x80 = 0x3CC0
I divide this result by 0x20 (32 bytes in hex) and I obtain 0x1E6.
This number can be found at offset 0x0C

I think this confirm that at offset 0x80 begin a datablock of 0x1E6 (486) 32bytes structures

let's assume that this is vertices data and render those 486 structures using the first 12 bytes as 3 floats, probably x, y and z coordinates.
Image

It isn't really beautilful on this static image but it looks like a street lamp, so I guess i've found the vertices coordinates in that 32 bytes structures.

That's all i got for the moment, the other fields of the header, vertex structure or other datablock in the file have still no meaning for me.

I checked if there's several time the same vertex coordinates in the vertex list and found that a lot of vertices are duplicated 2, 3 or 4 times. Dunno why, perhaps for degenerate triangles.

I'm now searching how to render the tringles out of this but wasn't able to find anything yet.
Near the end of the file there's several datablock with a lot of numbers under the 486 vertex count so it could be indices.

Any info or hints are welcome :)
i'll keep you posted.



ps: redirect me if this is the wrong section for this kind of stuff.

Re: Bayonetta XBox360

Posted: Tue Jan 19, 2010 7:30 pm
by loridaz
Small update

The values at the end of the file are indeed indices.
I found two meshes in the file, one detailed and one really low poly, probably only used for collision detection:

Image

I identified several new values in the header.

Don't mind the funny colors, I haven't found how to read the textures yet.

I'm really having fun :p

Re: Bayonetta XBox360

Posted: Sat Jun 12, 2010 9:15 pm
by shadowmoy
here is the full toolset thanks to chroxx, luigi, fatduck and me (and some others )
http://www.mediafire.com/?twinmymtndz

Re: Bayonetta XBox360

Posted: Mon Jun 14, 2010 11:45 pm
by FEATHER
I'm a noobs i follow the step in this thread viewtopic.php?f=10&t=3773&start=15 i tried to convert in obj in win 32 and in win 64 bit but the tool said "job done" but i don't see any obj file....

Image

I need to do something or install something??, please guys help me :(

Re: Bayonetta XBox360

Posted: Tue Jun 15, 2010 12:31 am
by noazett
the obj file is created automatically into your C:\Documents and Settings\username
And it is the same for textures.

Re: Bayonetta XBox360

Posted: Tue Jun 15, 2010 1:04 am
by FEATHER
noazett wrote:the obj file is created automatically into your C:\Documents and Settings\username
And it is the same for textures.
Thanks a lot noazett :D

Re: Bayonetta XBox360

Posted: Sun Jun 20, 2010 12:56 pm
by shadowmoy
yes it seems you just don't have admin rights on your computer so it save the files in the local account in uses folder :p

Re: Bayonetta XBox360

Posted: Tue Jan 25, 2011 9:09 pm
by loridaz
Wow

One year has passed since I started this thread and i'm still nowhere.
Well, probably because I was really busy on other stuffs during most part of that time.

But lets get back to business :)

I'm still trying to figure out most of the field in the WMB file.

Here is what I have:

https://docs.google.com/Doc?docid=0Aaaz ... Z2c1&hl=en

With that i'm able to load a model file in a homemade viewer and display the meshes in the file.
If I load a texture with a mesh, I can sometime see the mesh textured correctly but most of the time it's not the right texture (or the uv seem wrong)

So what I'm trying to figure out now is: "how to know which texture correspond to which mesh in the wmb file?"

Can you give me a hand here ?

Re: Bayonetta XBox360

Posted: Tue Jan 25, 2011 11:56 pm
by chrrox
noesis supports this format 100% and he gave the source to that import plugin on his site.

Re: Bayonetta XBox360

Posted: Wed Jan 26, 2011 12:36 pm
by loridaz
Hi chrrox,

Thanks for the answer, i'll have a look.

Re: Bayonetta XBox360

Posted: Tue Feb 01, 2011 3:04 pm
by davironica
I tried using using bayonetta tools on the ps3 version and it worked flawlessly with the models however i get an error with the xpr textures, i can't seemed to extract them with unbundler or xpr express, it would be great if you guys willing to have a look at the original dat file from the ps3 version for comparison. thanks in advance.

http://www.mediafire.com/?sfyzlev9zzw9wl9

Re: Bayonetta XBox360

Posted: Sat Feb 05, 2011 1:53 am
by jaden
we can use noesis to extract the model

Re: Bayonetta XBox360

Posted: Thu Feb 10, 2011 6:45 pm
by davironica
True, but still is there a way to extract the texture from the ps3 version, since all the xpr produced got invalid header, my guess is they aren't in the same format as the xbox 360 version, perhaps anyone have this thing figured out.

Re: Bayonetta XBox360

Posted: Thu Feb 24, 2011 2:02 am
by jouzumania
hello everyone,

all the textures work right except those for the head. i did a screencap collaboration to show you my problem.
The normal texture does not work, but the alpha map is just fine. Can you tell me what i can do?

Re: Bayonetta XBox360

Posted: Thu Feb 24, 2011 2:09 am
by chrrox
this game has multiple uv layers you are using the wrong one.