Spoiler tag
Tuesday, February 15, 2011
Saturday, February 12, 2011
The Garage in Team Fortress 2
Oh yeah I still didn't figured out how to extract one model type properly so fixed it manually in the 3D app.
As for the TF2 map, I created the collision on the Valve Hammer editor with brushes with nodraw shader (invisible) over the jsrf map model separated as dynamic props, there is no ambient light or shadows at the moment so it looks pretty desaturated and bright...
I'll see if its possible to get a light and shadows on dynamic props with a decent framerate, the way I made this is simply not the way you should work on Hammer, its not optimized at all but it should be allright.
Tuesday, February 8, 2011
Epicness? now with textures =)
Note: This is not a render, just a screenshot from the 3D package's viewport (softimage) I use , no light, shadows, no shading eh, and a half faded out wireframe just displaying what I have achieved so far.
Well, there is still one model type which I am having problems to extract as you can tell by the big grey hole in the middle :/
And there are some objects missing as I said before these are placed individualy and are not the the stage.dat but you can already get them with the tool from the StgObj folder files.
But all and all its great! I can now extract models and automaticaly determine and assign textures, knowning there is sometimes like 10 different textures for one part of the level it does help, doing it by hand would be a pain, trust me ^^
That's all for today =)
Sunday, February 6, 2011
Epic?
Shibuya Bus Station
(part of) The Garage
Comparaison
These stage .dat models were way harder to figure out than the other models you can already extract with the tool, eventually I almost got it all now.
Right now I am able to browse and extract levels textures perfectly, then almost all the models,that's why there's some little stuff missing but that's pretty much it =D
Objects or vehicles are not in the "stage" folder, they are in "stageObj" folder and are placed in the map on loading ingame.
Sorry for the crappy shibuya renders...
(part of) The Garage
Comparaison
These stage .dat models were way harder to figure out than the other models you can already extract with the tool, eventually I almost got it all now.
Right now I am able to browse and extract levels textures perfectly, then almost all the models,that's why there's some little stuff missing but that's pretty much it =D
Objects or vehicles are not in the "stage" folder, they are in "stageObj" folder and are placed in the map on loading ingame.
Sorry for the crappy shibuya renders...
JSRF Logos
Thanks to Si for the Vectorized logos: http://imgh.us/jsrflogos.svg
Original render from the 3D models (you can see the sharp edges because its a 3D model, better get the .svg above)
Clic to download original size (5000x2535)
Original render from the 3D models (you can see the sharp edges because its a 3D model, better get the .svg above)
Clic to download original size (5000x2535)
Saturday, February 5, 2011
Wednesday, February 2, 2011
Characters Icons
Well these are the icons you see when you talk to a character in the game, though it would be pretty cool to use them as avatars so here they are ;)
If you don't want to click and save one by one you can download the pack here:
http://www.megaupload.com/?d=LGSS97SM























JSRF Container Tool v0.11
You can extract models and textures!
Remember to flip models on X axis, also flip the uvmap or the texture vertically.
The textures are exported in BMP and these may have an alpha channel for transparency, models in wavefront OBJ.
Let me know if you have any major problems, some textures types are not supported yet just in very rare cases.
Some models have many parts, you can select "export only Last part" so you only get the visual model and not the cubes(bone/effectors positions) on models that have rigs.
You might need to install NetFramework 4.0 to run the application
Monday, January 31, 2011
Vroom Vroom!!
I haven't had much time to work on the tool, I am tweaking some stuff, have to add mass export models/textures.
Still figure out how to know which texture is assigned to the model :/ so you don't have to extract the model and apply to it different textures to see which one is the right one.
So I should be posting the tool soon, with the ability to extract models and textures from .dat files.
Let's explain a bit how things are stored, here's what the game folders look like:
JSRF files are composed of .dat and .bin, there are different types of file structures for the .dat and .bin files.
.dat files contain models and textures for the most.
.bin files I believe, contain rigging, animations game settings etc
So far I can read .dat for instance "players" and "enemy" folder files, "StgObj" (which are objects of the levels), "Disp" which contains the menus/interfaces models/textures and more you'll just have to try =P
There also are some sound files (.adx) and .grf/.prs etc (I believe for graffitis) along with some others which I am not yet intrested in.
Here's a look at the tool, the files are Tree structures, the .dat I am able to read at the moment .dat files that have different types of blocks "MULT" being the main contains everything, "NORM" contain Models(MDLB) in purple, textures(in orange) or indexing data(in grey).
There's an example of a selected model, I am displaying some information about where the vertex data starts, trianglulation stuff and you can select if you want to extract the model with or without uv maps etc
The models (MDLB) might have many "Parts" usualy the last one has the model and the first ones are cubes which are the position of bones for the rig, for instance for a player model like Beat I'd select the last part to get the body model.
For the players:
-first NORM contains the player visual model splitted in many parts, body, heads (with different expressions), left and right hands.
-another NORM containing models for the physics.
-one last NORM containing models for the "simulated" things such as cloth, hair, chains, tails etc.
Don't be afraid by all those numbers on the tree, these are just offsets, in order to make it simple to program I am using those offsets when you click in one of the tree objects to get the offsets and type of block also because the files don't have names for the models or textures and when exporting I export with the block type and the starting offset, so you can find it again.
Here's another example with the textures, oh yeah when you select a texture it pops up a console window which calls an external appliaction to convert the texture (DXT DDS) to .bmp, yeah I know kinda lame, that window, but I couldn't find anything better for VB.net =)
That's pretty much it for the player, enemies, vehicle, levels objects model/textures you can extract them in a few clicks.
As for the levels, I am working on that too, the level .dat (in "Stage" folder) don't have MULT or NORM, they are just indexed a little differently, they contain level models which have a different structure from the MDLB and also contain a few MDLBs and the textures of the level.
So get your JSRF files because I'll be posting the Tool soon ready for all models and texture extraction (except levels still working on it)
Monday, January 24, 2011
Right on
Got All playables characters extracted and professor K (which is not a playable character).
I can now extract all models except for levels, though i still didn't figure out what texture is asigned to the model so i had to reassing the textures in the 3D app, takes time.
And the tank =)
Subscribe to:
Comments (Atom)



















