UV coordinates in Digimon Story: Cyber Sleuth - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html) +---- Forum: Ripping Help (https://www.vg-resource.com/forum-115.html) +---- Thread: UV coordinates in Digimon Story: Cyber Sleuth (/thread-29098.html) Pages:
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UV coordinates in Digimon Story: Cyber Sleuth - Toastline - 04-20-2016 Greetings! I hope this is the right forum for this. I've wanted someone to convert the DS:CS models for a while, but since nobody seemed to be doing it, I took a stab at it. However, I haven't been able to figure out how the texture coordinates are stored in the model files (or if they're even stored in the model files at all)! User Ploaj has started on a program to convert the game's image files, but apparently has not yet released a version that can do the model textures. My findings are accessible here. The .geom files I have used so far are here. My converter that will give you textureless models, in obj format, is here. Honestly, I would like someone to take this project off my hands altogether, but if that's not going to happen, I will try to continue for a little while longer. Can anyone help? RE: UV coordinates in Digimon Story: Cyber Sleuth - Jinzo-Advance - 04-24-2016 May I request the Renamon obj file with the textures and mtl file if you have them, please? I'd like to take a look at it to see what's up. RE: UV coordinates in Digimon Story: Cyber Sleuth - Toastline - 04-25-2016 (04-24-2016, 03:07 PM)Jinzo-Advance Wrote: May I request the Renamon obj file with the textures and mtl file if you have them, please? I'd like to take a look at it to see what's up. You may, but it won't do you much good as far as discovering the texture coordinates goes. If my converter could put the uv coords in when it turned .geom files into .obj files, it would mean that I had already solved this problem! https://dl.dropboxusercontent.com/u/1467119/temp/testing.zip I can give you the obj and a texture (Lucky for you, this is the one texture Ploaj did manage to pull out before apparently vanishing!). My converter does not produce a working .mtl file yet. RE: UV coordinates in Digimon Story: Cyber Sleuth - Jinzo-Advance - 04-26-2016 I'll take a look. If it gives out even wrong UV coordinates, I might be able to fix it. Edit: First off, I might have made a break through. Despite the lack of UV maps, I was able to figure out how to get the tail to look right. Blender will not import the obj file as it was, so I had to run it through another program convert it to something more useful. If you want, I could give you the blend file with some notes on what you need to do if you want to work on the model yourself. I'm not very familiar with the character design as I never watched the show or played the games, so any progress I make is based on guess work at best. RE: UV coordinates in Digimon Story: Cyber Sleuth - xdaniel - 04-26-2016 Hi there, a guy who's been working on a couple Vita-related things over the last few months here. For one, I've written GXTConvert, which is a GXT-to-PNG converter compatible with Cyber Sleuth and other Vita games using GXT textures: https://github.com/xdanieldzd/GXTConvert - In fact, CS (along with SAO: Hollow Fragment and Senran Kagura: Shinovi Versus) was one of the first games whose GXTs I worked with Next up, after having seen some posts by Toastline about CS' .geom models a couple of days ago, I went ahead and took a stab at reversing them to render, and possibly export. Here's my preliminary results (in the spoiler, because tall images!): Your initial findings about the file structure gave me a small headstart, but more research was needed (and, frankly, still is!) to get to texture coordinates, normals, primitive types, texture IDs, etc... Most important for these are the vertex attribute definitions, which are the block of data you had down, I think, as "???B" in your notes. These define what each element of data inside one vertex is used for, like - hypothetical example - "at offset 0x0 inside the vertex are 3 32-bit floats, which are used as the vertex position", or "at offset 0xC are 2 16-bit floats, which are used as the texture coordinates". And yes, there are 16-bit floating point numbers - I had to guess how to read them, failed multiple times, then ended up finding some code on Stack Overflow or somewhere like that that happened to work. Anyway, my personal TODO list for this:
I should be able to get my viewer and exporter far enough along so that you can easily render and export static models, but I'm unlikely to be able to figure out and export animations and the like; 3D animation has always been my weakness. So, yeah, hope that helps somehow already? RE: UV coordinates in Digimon Story: Cyber Sleuth - TGE - 04-26-2016 I had casually started writing down my own specification on the format but I suppose there's no need for it now. Of course if I could help figure out some of the remaining some of the unknown stuff I'd be up for it. RE: UV coordinates in Digimon Story: Cyber Sleuth - xdaniel - 04-26-2016 (04-26-2016, 09:39 AM)TGE Wrote: I had casually started writing down my own specification on the format but I suppose there's no need for it now. I'll start writing down some actual documentation in a bit, as I'm one of those people who, for better or worse, just implement stuff in code directly instead of documenting what they do. I'll post that here once I'm done with it, then you could add whatever information you have that I'm missing, or what you might be able to figure out? I'm making a bunch of assumptions right now, which are kinda working out so far, but it's still guesswork that should eventually be confirmed or disproved. RE: UV coordinates in Digimon Story: Cyber Sleuth - Toastline - 04-26-2016 (04-26-2016, 01:29 AM)Jinzo-Advance Wrote: I'll take a look. If it gives out even wrong UV coordinates, I might be able to fix it. Ah, whoops! I must have sent an incorrect version of the model. Sorry about that! The converter in my post, if used on renamon's .geom, should output something that blender can load without needing to be adjusted first. xdaniel: Aha, I had suspected that half-precision floats might be involved somehow. Excellent work so far! It is highly fortuitous that you have a converter for the images already, too. I eagerly await your next update! RE: UV coordinates in Digimon Story: Cyber Sleuth - Avenger_Seraphim - 04-26-2016 Im no expert or something like that, but they used the same models for the mobile game Digimon Linkz. Althought the ripper said that the bigger models from Cyber Sleuth had better textures and maybe more polygons. You can check the models that he ripped (no bones though) here http://withthewill.net/threads/15915-3D-models-from-Linkz-(and-by-extension-Cyber-Sleuth-and-Next-0rder) RE: UV coordinates in Digimon Story: Cyber Sleuth - xdaniel - 04-26-2016 (04-26-2016, 04:02 PM)Avenger_Seraphim Wrote: Im no expert or something like that, but they used the same models for the mobile game Digimon Linkz. Althought the ripper said that the bigger models from Cyber Sleuth had better textures and maybe more polygons. You can check the models that he ripped (no bones though) If one just wants the models to rig them, use in some other game, etc., then these models there are likely just fine. However, I am personally more interested in figuring out Cyber Sleuth's specific model file format, i.e. the .geom files, - which I'm quite sure is unrelated to Unity - for curiosity's sake as well as potential unused content, instead of actually using the models for anything. If that means I'll be alone in trying to research and document the format, then that's fine by me. Edit: Plus, I assume Linkz doesn't have Cyber Sleuth's player characters, NPCs, level maps, etc., which are all in the .geom format as well. Totally forgot about these, heh RE: UV coordinates in Digimon Story: Cyber Sleuth - Jinzo-Advance - 04-27-2016 What you can do in blender is clean up the mesh to delete loose vertices, edges, and faces in edit mode. From there click the lower left corner of the 3d view window and drag it down to get rid of the time frame window. Click again and drag it to the right to create another window. On the left 3D view Windows, click the cube at the bottom and select UV editor. After that, it comes down to doing these things: In the 3D view: selecting vertices/edges/faces aligning your field of view so you can see the from a perspective that looks similar to the texture unwrapping UVs from your FOV In Uv editor: Seclecting the vertices/edges/faces Scaling, rotating, and translating them into their proper spot. RE: UV coordinates in Digimon Story: Cyber Sleuth - xdaniel - 04-27-2016 In case there's still interest in cracking the .geom format, here's my work-in-progress notes about it: Code: ##################### RE: UV coordinates in Digimon Story: Cyber Sleuth - Avenger_Seraphim - 04-27-2016 (04-26-2016, 05:55 PM)xdaniel Wrote:(04-26-2016, 04:02 PM)Avenger_Seraphim Wrote: Im no expert or something like that, but they used the same models for the mobile game Digimon Linkz. Althought the ripper said that the bigger models from Cyber Sleuth had better textures and maybe more polygons. You can check the models that he ripped (no bones though) Hehe then you're right ^ I Totally forgot about the character models etc!! Im really interested to see them too : Its too bad that i cant help you :/ I will send my positive power thought xD Keep it up RE: UV coordinates in Digimon Story: Cyber Sleuth - Jinzo-Advance - 04-29-2016 Been a little busy. I'll show you what I got. mainly just guess work on my part, but here's a picture to show: Again, mapping the UV's is based on guesswork for me, I'm not familiar with the character. RE: UV coordinates in Digimon Story: Cyber Sleuth - xdaniel - 05-01-2016 I released a pre-release build and the source code (which is still missing the Cobalt library, so it's currently more of a public reference than something buildable) of my viewer/exporter on GitHub: https://github.com/xdanieldzd/CSGeom/ Do note that is is still somewhat buggy, it's incomplete, model exports might have texturing issues, etc., etc. - Some of these issues will be fixed, some might not be, I'll keep working on it so we'll see how far this goes. Screenshots below: |