Hello I'm new here but I would like someone to take a look at the Ninja Gaiden Sigma 2 model format which is .gmd (Note this is not the format for Game Maker and it is not the same as the .gmd type found in the Ninja Gaiden 2 Xbox 360 game.)
Here is the link for the original forum where Surveyor did a TON of work on creating tools for Ninja Gaiden 2 and Ninja Gaiden Sigma.
viewtopic.php?f=16&t=3741
Unfortunately the thread died before Sigma 2 was looked at.
If anyone can figure it out that would be great.
I also put a link here for NGS2 Sample files, its in the middle of the page and was posted by Mariokart54n.
viewtopic.php?f=16&t=3741&start=135
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Ninja Gaiden Sigma 2 Model Format
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Re: Ninja Gaiden Sigma 2 Model Format
i started looking into this back then originally, but got side-tracked and forgot about it, heh.
For the most part things are mostly the same, a few things have been changed and/or moved around though.
i'll see if i can pick up where i left off when i get the chance.
For the most part things are mostly the same, a few things have been changed and/or moved around though.
i'll see if i can pick up where i left off when i get the chance.
Re: Ninja Gaiden Sigma 2 Model Format
Revelation if you could do that I sure would appreciate it! Thank you for replying.
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Re: Ninja Gaiden Sigma 2 Model Format
ditto, the character models are x10 better in simga2, cant wait to see them :"P
Maxscript and other finished work I've done can be found on my DeviantArt account
Re: Ninja Gaiden Sigma 2 Model Format
Exactly, also according to the game files they actually have a model for Kasumi who apparently makes a couple of cameos but you can only see her from behind and in the dark. Considering all the detail that they gave Ayane I'm somewhat hoping that we can see the full model.mariokart64n wrote:ditto, the character models are x10 better in simga2, cant wait to see them :"P
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Re: Ninja Gaiden Sigma 2 Model Format
textures show a full face for kasumi, but its a recycled from another model
Maxscript and other finished work I've done can be found on my DeviantArt account
Re: Ninja Gaiden Sigma 2 Model Format
Hey revelation have you had any time to look at this at all? I know you have your own life and everything but I don't want this topic to die out if the solution is relatively simple. Also what do you use/ what do you do to look at the model formats? I'm a bit curious is all.
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Re: Ninja Gaiden Sigma 2 Model Format
i got started on it, but have not finished mapping the changes yet.
i work on a lot of formats, and bounce between then in order to not get to burnt out on any single one. Also time away from a roadblock usually makes it easier to spot what i may have been overlooking otherwise. Not to say that was the case here, but i also have a list of games that interest me most, usually the ones that got me interested in reverse engineering in the first place, so its often that those end up retaking priority when new findings/inspiration popup, heh.
For the most part i use a mixture of 010 Editor and if necessary a good disassembler. The template/script support of 010 Editor has proven to be of great use to me as i can usually proof my findings as i go and the language is basically c/c++ so i can usually use the structures i create directly in my code with little to no modifications. Either way for most formats a good deal of things can be figured out directly in any decent hex editor.
From there is mainly comes down to knowing, or having a good idea of, what you are looking for and the various forms it will usually be present (for graphics data usually floating point values in groups of 3 (vectors), 4 (vectors/quaternions), 16 (matrices), etc....so being able to recognize common patterns and formatting of floats can be very beneficial).
i'll see if i can allocate more time to complete looking into things, but since i did not create the original plugin for Noesis, i can't really modify it anyway, but i can pass the information along once determined and see.
i work on a lot of formats, and bounce between then in order to not get to burnt out on any single one. Also time away from a roadblock usually makes it easier to spot what i may have been overlooking otherwise. Not to say that was the case here, but i also have a list of games that interest me most, usually the ones that got me interested in reverse engineering in the first place, so its often that those end up retaking priority when new findings/inspiration popup, heh.
For the most part i use a mixture of 010 Editor and if necessary a good disassembler. The template/script support of 010 Editor has proven to be of great use to me as i can usually proof my findings as i go and the language is basically c/c++ so i can usually use the structures i create directly in my code with little to no modifications. Either way for most formats a good deal of things can be figured out directly in any decent hex editor.
From there is mainly comes down to knowing, or having a good idea of, what you are looking for and the various forms it will usually be present (for graphics data usually floating point values in groups of 3 (vectors), 4 (vectors/quaternions), 16 (matrices), etc....so being able to recognize common patterns and formatting of floats can be very beneficial).
i'll see if i can allocate more time to complete looking into things, but since i did not create the original plugin for Noesis, i can't really modify it anyway, but i can pass the information along once determined and see.
Re: Ninja Gaiden Sigma 2 Model Format
Thanks for the reply revelation! I completely understand bouncing around to prevent burnout and other games that interest you more take priority. Also thank you for giving that info on what exactly you have to do.
For the Noesis plugin couldn't you submit a specific plugin for just Ninja Gaiden Sigma 2? It would make the plugin submission easier and it seems less complex than melding two different formats with the same name together for one plugin, but then again I'm not a programmer so I could be wrong.
Even so thank you for offering your expertise on this!
For the Noesis plugin couldn't you submit a specific plugin for just Ninja Gaiden Sigma 2? It would make the plugin submission easier and it seems less complex than melding two different formats with the same name together for one plugin, but then again I'm not a programmer so I could be wrong.
Even so thank you for offering your expertise on this!
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Re: Ninja Gaiden Sigma 2 Model Format
The contents of this post was deleted because of possible forum rules violation.
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Re: Ninja Gaiden Sigma 2 Model Format
i created edges :
1 edge = vert[0]+vert[1]
2 edge = vert[1]+vert[2]
3 edge = vert[2]+vert[3]
4 edge = vert[3]+vert[4]
...
but i don't know how it use.
1 edge = vert[0]+vert[1]
2 edge = vert[1]+vert[2]
3 edge = vert[2]+vert[3]
4 edge = vert[3]+vert[4]
...
but i don't know how it use.
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Re: Ninja Gaiden Sigma 2 Model Format
hope this thread is not dead yet, looking forward to this as well
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Re: Ninja Gaiden Sigma 2 Model Format
i started looking at this format last night... got to the point where you extract all the OBJGEO/GEODECL pairs. some things confuse me though, like:
following the name of the object, there is some data... usually the name till the end of the OBJGEO section is 32 bytes, but sometimes it's longer (OBJGEO is usually 112 bytes total, but when it's larger there is some crap data at the end I can't figure out what it is).
here is some code... it just outputs text files for the three ps3 models someone posted up above.
following the name of the object, there is some data... usually the name till the end of the OBJGEO section is 32 bytes, but sometimes it's longer (OBJGEO is usually 112 bytes total, but when it's larger there is some crap data at the end I can't figure out what it is).
here is some code... it just outputs text files for the three ps3 models someone posted up above.
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Re: Ninja Gaiden Sigma 2 Model Format
I am going to starting learning, wish I took cryptography so I can recognize the patterns easier.
but please keep us updated with your progress, thanks.
but please keep us updated with your progress, thanks.