Greetings! It's been a while!
Just a few days ago, I've managed to get my hands on the files of the arcade version (NOT 3DS!) of a Sanrio game known as Apron of Magic (
まほうのエプロン).* My eye has been particularly caught by the character models (373 files total in the folder, so I sure hope this goes somewhere!), but no matter how much I've been looking through the hex code and doing research, I don't know where to go from here.
If you can help, please do! I have provided four .bin files from the associated folder for you to work with:
https://drive.google.com/file/d/1isv53h9...sp=sharing
Every step counts! Thank you very much!
*-Please note that the download to the game will NOT be posted.
In a hex editor if you search for MESH, the vertices start just under that. Looking at character_001, the main body vertices are just under the second MESH instance (wasn't sure what the first mesh was, maybe an accessory?). I didn't make much sense of the face data but it seems to be in another section below the vertices. Maybe if you try looking at these patterns in Model Researcher, it'll start to make sense. From what I can tell it also seems like there are two bodies on top of each other, so maybe one is for outlines?
The texture at the beginning of the file is just a dds, so you can trim it and then convert to png/etc.
Attached some screenshots of what I saw, in case it helps.
woah can this work with the perfect dark zero xbox 360 files? sorry I hate to keep nagging people to help but I am at a lost and I would just do it myself but I don't have a big brain to even understand hex editing and ninja ripper 2 don't work with xenia I've tried renderdocs but it also doesn't work well enough with xeina and as far as I can tell there's no export for renderdocs except for something called "csv" hell to I know what that is or where I can import it to. I know its a huge task I'm asking given that not even the people from Xentax who have tried hard years ago but they weren't really successful unfortunately I even went on p3dm's site for help cause there's one guy by the name of Redd_jankowski who only gotten jo's hunter outfit not sure if he's on there anymore tried pm'ing him also this youtuber by the name of foslerfer says she's done it but doesn't show how she did it or answers any pm's there was shootersforever but again not sure if anyone goes on there too should I just give up on it?
(06-10-2024, 05:21 PM)MovieMaker-X Wrote: [ -> ]Greetings! It's been a while!
Just a few days ago, I've managed to get my hands on the files of the arcade version (NOT 3DS!) of a Sanrio game known as Apron of Magic (まほうのエプロン).* My eye has been particularly caught by the character models (373 files total in the folder, so I sure hope this goes somewhere!), but no matter how much I've been looking through the hex code and doing research, I don't know where to go from here.
If you can help, please do! I have provided four .bin files from the associated folder for you to work with:
https://drive.google.com/file/d/1isv53h9...sp=sharing
Every step counts! Thank you very much!
*-Please note that the download to the game will NOT be posted.
I did find a solution, can you check out the result?
WOW, all this support came out of NOWHERE. I'm truly grateful for everyone's contributions thus far!
As for what we've found so far, I loaded up the .obj file into Blender and it looks like this.
[
attachment=16274]
I thought the dark parts of the model look like that because they're supposed to be the outlines, and sure enough, here's what it looks like without them.
[
attachment=16275]
All of the facial expression variants are meant to be separate meshes, so maybe we'll figure that out eventually.
In the meantime, thank you all for your assistance! Let's keep it going!
EDIT: I should also ask, did you manage to find the face data when looking at the HEX code, or did you use something else?
Nice! Looks good.
To import into blender with face expressions separated, you can try using split by group in the import options. Backface culling might help for the materials. I was noticing with character_001, is the crown/ribbon correct? Might also have to mirror the characters in the X axis if it's reversed.
In the example above I just realized I skipped every other vertex (whoopsie). Each vert ends with a 00 00 80 3F. The green highlighted area are the faces (starting with 00 00 00 00 I think). It didn't work before since all those vertices were skipped.
For Perfect Dark above, you could always post a sample file in your thread and people might try looking at it.
I add the file if anyone wants to check it out thanks Boxy
![Heart Heart](https://www.vg-resource.com/images/custom_smilies/heart.gif)
(06-26-2024, 06:44 PM)Boxy Wrote: [ -> ]Nice! Looks good.
To import into blender with face expressions separated, you can try using split by group in the import options. Backface culling might help for the materials. I was noticing with character_001, is the crown/ribbon correct? Might also have to mirror the characters in the X axis if it's reversed.
In the example above I just realized I skipped every other vertex (whoopsie). Each vert ends with a 00 00 80 3F. The green highlighted area are the faces (starting with 00 00 00 00 I think). It didn't work before since all those vertices were skipped.
For Perfect Dark above, you could always post a sample file in your thread and people might try looking at it.
This is actually my first time using ModelResearcher and I'm still learning the ropes, so don't mind me lol
But after some trial and error, I managed to get the character_001 model looking like this...
[
attachment=16278]
No luck on the UV front so far, so I can't exactly verify if the crown you're talking about is correct.
If it helps, though, here's a closer look at what got me here:
[
attachment=16279]
(06-26-2024, 08:38 AM)MovieMaker-X Wrote: [ -> ]I should also ask, did you manage to find the face data when looking at the HEX code, or did you use something else?
I used the 3D Object Converter v10.606. It loads all meshes from the .bin file and assigns the materials to the subobjects automatically.
It extracts all .dds texture files from the .bin file also, if the Options/Import/[Apron of Magic]: 'Extract the .dds file from the .bin file after load' parameter is on.
It looks like the vertices and normals are together, then after that is a section for UVs, then faces right after that. Once you find the vertices you can fill in the normals too (blue highlight). Then right after the normals are the UVs (yellow). Then right after the UVs are the faces. So if you fill it in in that order it's pretty easy to see where each section starts. I did the first 3 submeshes for character_001, looks like there are 6 more submeshes which I'm guessing are more expressions.
Importing into blender I had to flip the UVs and turn on backface culling. For the ribbon I just mean compared to the box art it looks like it's on the wrong side, so it might be that the character meshes need to be flipped horizontally too. Here's a few more screenshots and an obj.