quote: Original post by Yartrebo
- Quote
dont try getting things from conosle games. they use special formats for everything, but unlike pc games that tend to have tools for use, consoels dont. models could also be encrypted, use hardware optimized textures stored in an alien format, file system may not be readable by cd drive, files could be hidden instead a wad/zip style file system that is non standard, model could be split up in a million ways and stored in pieces all over the place, animation could vastly change things depending on skelatal, frame based, delta frame based, etc. ie there are way too many varibles in try to decphier console game models if you can even access all the data on the disk (pcs cant read game data session of a gdrom).
- A person
I disagree. Console models are NEVER encrypted and are in a common and simple format (Playstation GTE and GPU assembly ... well documented and easier than PC assembly). They do need a little processing to convert into usable form, but it''s the same procedure for pretty much every game, with only minor variations. Console models are also tiny, being saved in 16 bit fixed format, and usually very efficient use of textures. They''re also 100% quad + triangle meshes, which is pretty nice for my uses.
The trick is to have an emulator dump you the model. With the playstation, you can find the 3d-to-2d projection that the model underwent when being projected to the screen by hacking the GTE portion, and all the faces and textures (in screen coordinates) from the GPU portion (in the graphics plugin for most emulators). Those 2 can be used to reconstuct an original textured mesh (which can be easily animated with the skeleton system I''m using for my current project).
My particular tools were AdriPSX + the PEOPS GPU plugin (both open source).
The only way a game can prevent this is by not using software rendering (which is not particularly fast on a playstation), so I think it''s safe to assume that most games will fall to this trick. I''ve tested it with Chrono Cross and managed to get a well animated Serge model:
screenshot of Serge: (http://bingweb.binghamton.edu/~bj92077/serge.jpg)
modeller + source + 2 dumped models: (http://bingweb.binghamton.edu/~bj92077/modeller.zip)
The numpad is used to control the bones, INSERT, HOME, DEL, END, PGUP, PGDN constrol the position, and the arrow keys control rotation. Sorry the modeller is so hard to use, but it was never intended for release (just a tool to help me play around with 3d).
I the last 2 years i am work in a animation programs. Can i send a email for sharing experience?.. Modeller?.. not vesa found? (is for DOS? yuk!)
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