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Nenkai

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  1. SuXiaoli started following Nenkai
  2. King Sexus started following Nenkai
  3. Trying to extract meshes out of shape streams is futile, they're flex verts (fvfs) and will change across meshes. Furthermore not connecting them to the metadata means you won't have any accurate positional data. Runway files are useless if your goal is to rip more than just the road.
  4. The model tool can be used to extract textures. Using imageheat is not a proper solution because TextureSet1s (Tex1) can house multiple textures all swizzled together in one huge transfer for the GS memory.
  5. GT4 exporting will for the most part either be hit or miss because not everything is currently supported. There's no compression. Just a ton of different texture pixel format types and not all are currently supported due to the atrocious GS memory layout. The comma character isn't actually intended, it depends on system language so it's currently a bug. Cars may export oddly because of callbacks as models uses a command-like system for rendering and callbacks are for extra shapes that may animate, and those may mess up the command list reading. For maps, baked shadows will be all over the place, so will reflective shapes. The tool does its best to extract shapes in a hierarchical manner given a flat rendering command list with conditions, so a lot of shapes will be on top of each other. Materials are not supported for the most part at all either. By the way, a thread already exists here:
  6. 👍 You should create a thread in the graphics section.
  7. I did some research. Each FAD archive is just lumps of data, the executables contains a very basic but hardcoded table of contents for each file, there are no file names either. Namely the game executable(s) will hold a list of each data file, and then a separate file list for each data file, with each entry (0x08 in size) being: ushort SectorIndex (1 sector = 0x800 bytes) ushort NumSectors uint Flags (only relevant for the game, always 0x80188000) For extracting, you would have to scout every executable to grab the file lists. And then try and find out what file does what, since they're unnamed. For rebuilding, assuming the data file size has changed, you would have to rebuild the archive and adjust sectors on the executable level.
  8. Judging by the file size and no apparent header it's likely the metadata is outside the file itself. That, or it's oddly trimmed. 0x800 has some header of sorts. After that i can recognize other sorts of data (floats, seemingly PCM looking data even).
  9. The tools have been updated with texture conversion support. Since textures are located outside the models, this should be one less thing to worry about.
  10. I've figured out the textures for most part - no xor there, just the code being a bit weird with pointless xor instructions, the pack code had the same sort of stuff (which might be caused by denuvo).
  11. Nenkai changed their profile photo
  12. The shape stream is compressed. I can see a valid GDeflate stream in there (which explains why the model files aren't compressed inside the pack file) - textures also seem to work the same way.
  13. Some GT4 models will require some work to get to export. The whole rendering system works on a command system run on every game loop to know which shapes to render (which in a way, tells apart the lods, reflective shapes & other mechanical/scripted shapes). If some commands are not supported/unexpected, it'll throw these sorts of errors for now. There are no face indices. Rather the number of vertices per strip (multiplied by 3 i believe) is included in a VIF code component. This is already handled by my code and can be seen in the source
  14. Late answer, but I already had it all figured out for both PS2 games (importer + exporter): https://github.com/Nenkai/PDTools/tree/master/PDTools.Files/Models/PS2 https://github.com/Nenkai/GTPS2ModelTool
  15. Late answer, but I have already gone through PS2 textures myself. They're an extreme pain (multiple ps2 transfers for many textures all arranged for size optimizations, & more). It's not perfect, but code is here. https://github.com/Nenkai/PDTools/tree/master/PDTools.Files/Textures
  16. An early release is now available. Many paths are yet to be found and I don't have the patience for it personally. If anyone wants to contribute, the path to hash matcher is at 0x1406F8380 if anyone wants to sit through the entire game (executable from before feb 3 update)

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