I'm disappointed, the NPCs are not on the disc. We know all the cutscenes are pre-rendered. but if there not on the disc, this means that the Codec animations are also pre-rendered... :-(
I'm not really into completing the work needed for the models, if there's no tits in it for me.
[IMG]http://i45.tinypic.com/14muzw4.jpg[/IMG]
There's other people that would do it, you know. Ninja Nub being one.
..he just volunteered to rig them lol ? I don't think he meant he was going to reverse engineer the binary formats of the game...
[QUOTE=mariokart64n;39704156]I'm disappointed, the NPCs are not on the disc. We know all the cutscenes are pre-rendered. but if there not on the disc, this means that the Codec animations are also pre-rendered... :-(
I'm not really into completing the work needed for the models, if there's no tits in it for me.
[IMG]http://i45.tinypic.com/14muzw4.jpg[/IMG][/QUOTE]
What about Mistrals cyborg titties?
[QUOTE=mariokart64n;39704156]
I'm not really into completing the work needed for the models, if there's no tits in it for me.
[/QUOTE]
Although I would feel the opposite about male versus female models, I understand your point. All of this work is just for fun for those of us who work on any step of the modding/porting process. If we end up working on something that holds no personal interest to us, it saps the fun out of it entirely. Not only does the work often end up incomplete, it can halt progress on other projects too. So, I support your decision if you opt to not work on this further. I'd love a Raiden model as much as anyone here, but I'd rather you keep enjoying what you do.
[QUOTE=mariokart64n;39704156]
I'm not really into completing the work needed for the models, if there's no tits in it for me.[/QUOTE]
well that's a shame to hear
well, you should keep doing what you enjoy doing, I'll just wait till someone else busts the files out
[QUOTE=mariokart64n;39704156]I'm disappointed, the NPCs are not on the disc. We know all the cutscenes are pre-rendered. but if there not on the disc, this means that the Codec animations are also pre-rendered... :-(
I'm not really into completing the work needed for the models, if there's no tits in it for me.[IMG]http://i45.tinypic.com/14muzw4.jpg[/IMG][/QUOTE]
Dude, u need to complete extracting Raiden's model (get the textures and bones if you can). And i need you to give me the link to download him.
P.S. How did you extracted him?
[QUOTE=CRASH_2317;39704978]Dude, u need to complete extracting Raiden's model (get the textures and bones if you can). And i need you to give me the link to download him.
P.S. How did you extracted him?[/QUOTE]
He doesn't [I]need[/I] to do anything if he has no interest in doing so.
[QUOTE=CRASH_2317;39704978]Dude, u need to complete extracting Raiden's model (get the textures and bones if you can). And i need you to give me the link to download him.
P.S. How did you extracted him?[/QUOTE]
Do you even know the difference between [I]need[/I] and [I]want[/I]?
[QUOTE=CRASH_2317;39704978]Dude, u need to complete extracting Raiden's model (get the textures and bones if you can). And i need you to give me the link to download him.
P.S. How did you extracted him?[/QUOTE]
What [U]you[/U] need is to learn the difference between needing something and wanting something. If he chooses to leave it alone and not do anything further with trying to extract the model, that's what's going to happen.
[QUOTE=Fuck_The_Pooch;39705359]Do you even know the difference between [I]need[/I] and [I]want[/I]?[/QUOTE]
Pooch, your nickname forced me to do that - FUCK YOU.
[editline]25th February 2013[/editline]
[QUOTE=Katra804;39705459]What [U]you[/U] need is to learn the difference between needing something and wanting something. If he chooses to leave it alone and not do anything further with trying to extract the model, that's what's going to happen.[/QUOTE]
And fuck you too.
[highlight](User was banned for this post ("Flaming" - rilez))[/highlight]
Hey there's a whole lot of fucking going on in here
Someone say fucking?
[QUOTE=DarkKrystal;39705630]Someone say fucking?[/QUOTE]
I had no chocie. The question was: who can extract Raiden's model. And i found him. I don't care about anyone else's saying - i just need the model. Need to remake it in 3DS Max absolutely in HD (in terms of textures, model's topology and rig setup).
NCDyson, optimussentinel - well, fuck yourself.
Lmao :v:
[QUOTE=CRASH_2317;39705642]
NCDyson, optimussentinel - well, fuck yourself.[/QUOTE]
Well thank you. I do so daily, and enjoy it. I've voted your posts dumb because you're acting like a spoiled child, and even now you're continuing to do so. Nobody owes you shit, and demanding that mariokart64n finish working on the model makes you look like a 5 year old. you want the models so bad, learn to rip them your damn self.
Edit: and you did have a choice. You could have chosen to ignore people telling you to stop acting like a child, but you chose not to.
[QUOTE=NCDyson;39705907]Well thank you. I do so daily, and enjoy it. I've voted your posts dumb because you're acting like a spoiled child, and even now you're continuing to do so. Nobody owes you shit, and demanding that mariokart64n finish working on the model makes you look like a 5 year old. you want the models so bad, learn to rip them your damn self.
Edit: and you did have a choice. You could have chosen to ignore people telling you to stop acting like a child, but you chose not to.[/QUOTE] Do i need to fuck you again? That's much easier - not to argue, just to fuck out.
[QUOTE=NCDyson;39705907]Well thank you. I do so daily, and enjoy it.[/QUOTE]
What else can i say to such a piece of shit?
[QUOTE=CRASH_2317;39705566]Pooch, your nickname forced me to do that - FUCK YOU.
[editline]25th February 2013[/editline]
And fuck you too.[/QUOTE]
Looks like someone found out he was adopted looool, cry some moar.
[QUOTE=Fuck_The_Pooch;39706001]Looks like someone found out he was adopted looool, cry some moar.[/QUOTE]
WHOAH! Second piece of shit. How much left in here?
Crash, just stop posting before you embarrass yourself any further. You say you need the model, but in all reality, you only [I]want[/I] it. It may be needed for what you are wanting to do, but the not having the model won't kill you in the long run. Demanding that the model be extracted by someone who has no interest in doing so and insulting others isn't going to do a thing but make you look like an idiot.
If anyone chooses to continue with your request, that's just fine. But if they choose not to do it, you just have to deal with it or learn how to do it yourself in your own free time. Case closed.
I can't seem to get working UV's, so the model is good as useless until I do.
not only that not all the models work, the game probably uses different primitive types
would need another days work to hammer the problems out I think
here's the script I wrote up, "WIP ONLY - NOT COMPLETE"
[code]
fsource = "D:\\_3DMODELS\\Ripped\\Metal Gear Rising Revengeance\\data000\\wp\\wp01a0.dat"
fsource = GetOpenFileName \
caption:"Select a File" \
types: "All files (*.*)|*.dat|"
delete $*
fn readBElong fstream = (bit.swapBytes (bit.swapBytes (readlong fstream #unsigned) 1 4) 2 3)
fn readBEshort fstream = (bit.swapBytes (readshort fstream #unsigned) 1 2)
fn readBEtriplet fstream = (((readbyte f #unsigned)*0x00010000)+((readbyte f #unsigned)*0x00000100)+((readbyte f #unsigned)*0x00000001))
fn ReadBEfloat fstream = (
bit.intAsFloat (bit.swapBytes (bit.swapBytes (readlong fstream #unsigned) 1 4) 2 3)
)
fn readBEHalfFloat fstream = (
hf=bit.swapBytes (readshort fstream #unsigned) 1 2
sign = bit.get hf 16
exponent = (bit.shift (bit.and hf (bit.hexasint "7C00")) -10) as integer - 16
fraction = bit.and hf (bit.hexasint "03FF")
if sign==true then sign = 1 else sign = 0
exponentF = exponent + 127
outputAsFloat = bit.or (bit.or (bit.shift fraction 13) \
(bit.shift exponentF 23)) (bit.shift sign 31)
return bit.intasfloat outputasfloat*2)
fn readFixedString bstream fixedLen = (
local str = ""
for i = 1 to fixedLen do (
str += bit.intAsChar (ReadByte bstream #unsigned))
str
)
fn paddstring len instring = (
instring=instring as string
local str="";if instring.count <=len then(
for i = 1 to (len-instring.count) do(str+="0")
str = (str+instring))else(
for i = 1 to len do(str+="0";str[i]=instring[i]));str
)
fn uppercase instring = (
local upper, lower, outstring
upper="ABCDEFGHIJKLMNOPQRSTUVWXYZ"
lower="abcdefghijklmnopqrstuvwxyz"
outstring=copy instring
for i=1 to outstring.count do (
j=findString lower outstring[i]
if (j != undefined) do outstring[i]=upper[j])
outstring)
fn printblockpos bname badr = (
str=((bit.intAsHex badr)as string)
if str[str.count]=="L" do(str = substring str 1 (str.count-1))
format "% @ 0xDD%\n" bname (paddstring 6 (uppercase str))
)
fn printblockpos bname badr = (
str=((bit.intAsHex badr)as string)
if str[str.count]=="L" do(str = substring str 1 (str.count-1))
format "% @ 0x%\n" bname (paddstring 8 (uppercase str))
)
if (fsource!=undefined) then (
fpath=getFilenamePath fsource
fname=getFilenameFile fsource
fsize=getFileSize fsource
fext=getFilenameType fsource
if ((doesFileExist fsource)==true) then (
clearlistener ()
f = fopen fsource "rb"
struct package_resource (offset,type,name,size)
datArray = (package_resource \
offset:#() \
type:#() \
name:#() \
size:#() \
)
case (readFixedString f 4) of (
"DAT":(
dat_offsets = #()
dat_01 = readBElong f -- count: files
dat_02 = readBElong f -- offset: offset table
dat_03 = readBElong f -- offset: extension table
dat_04 = readBElong f -- offset: name table
dat_05 = readBElong f -- offset: size table
dat_06 = readBElong f -- offset: ?? unknown data
dat_07 = readBElong f -- Blank? Reserved?
fseek f dat_02 #seek_set
for i = 1 to dat_01 do (datArray.offset[i] = readBElong f)
fseek f dat_03 #seek_set
for i = 1 to dat_01 do (datArray.type[i] = uppercase (readFixedString f 4))
fseek f dat_04 #seek_set;str_len = readBElong f
for i = 1 to dat_01 do (datArray.name[i] = readFixedString f str_len)
fseek f dat_05 #seek_set
for i = 1 to dat_01 do (datArray.size[i] = readBElong f)
for d = 1 to dat_01 do (
fseek f datArray.offset[d] #seek_set
case datArray.type[d] of (
"WMB":(magic = uppercase (readFixedString f 4)
case magic of (
"WMB4":(
vertArray=#()
normArray=#()
uvwArray=#()
faceArray=#()
ukn01 = readBElong f
ukn02 = readBElong f
ukn03 = readBElong f
ukn04 = readBElong f
ukn05 = readBElong f
ukn06 = readBElong f
ukn07 = readBElong f
ukn08 = readBElong f
ukn09 = readBElong f
ukn10 = (readBElong f)+datArray.offset[d] -- offset to vertex buffer header offset? lol
ukn11 = readBElong f -- number of vertex buffers? always 1?
ukn12 = (readBElong f)+datArray.offset[d] -- offset to unknown data, after faces buffer
ukn13 = readBElong f
ukn14 = (readBElong f)+datArray.offset[d]
ukn15 = (readBElong f)+datArray.offset[d]
ukn16 = readBElong f
ukn17 = (readBElong f)+datArray.offset[d]
ukn18 = readBElong f
ukn19 = (readBElong f)+datArray.offset[d]
ukn20 = readBElong f
ukn21 = (readBElong f)+datArray.offset[d]
ukn22 = readBElong f
ukn23 = (readBElong f)+datArray.offset[d]
ukn24 = readBElong f
ukn25 = (readBElong f)+datArray.offset[d]
ukn26 = readBElong f
ukn27 = readBElong f
ukn28 = readBElong f
ukn29 = readBElong f
ukn30 = readBElong f
ukn31 = readBElong f
fseek f ukn10 #seek_set
vert_offset = (readBElong f)+datArray.offset[d]
ukn33 = readBElong f
ukn34 = readBElong f
ukn35 = readBElong f
num_verts = readBElong f
format "% Vertices @ 0x%\n" num_verts ((bit.intAsHex(vert_offset))as string)
face_offset = (readBElong f)+datArray.offset[d]
num_faces = readBElong f -- count
uknA1 = readBElong f
uknA2 = readBElong f
uknA3 = readBElong f
uknA4 = readBElong f
uknA5 = readBElong f
uknA6 = readBElong f
fseek f ukn12 #seek_set
mshArray=#()
for i = 1 to ukn13 do (
ukn27 = readBElong f -- null
ukn28 = readBElong f -- vert start
ukn29 = readBElong f -- face start
ukn30 = readBElong f -- vert count
ukn3a = readBElong f -- face count
mshArray[i] = [ukn28,ukn29,ukn30,ukn3a]
)
-- fseek f ukn14 #seek_set
-- ukn31 = (readBElong f)+datArray.offset[d]
-- ukn32 = readBElong f -- count
-- ukn33 = readBElong f -- always 0?
-- ukn34 = readBElong f -- always 0?
-- ukn35 = readBElong f -- always 0?
-- ukn36 = readBElong f -- always 0?
-- ukn37 = readBElong f -- always 0?
-- ukn38 = readBElong f -- always 0?
-- fseek f ukn31 #seek_set
-- for i = 1 to ukn32 do (
-- ukn38 = readBElong f -- index
-- ukn39 = readBElong f -- ? flag?
-- ukn40 = readBElong f -- offset, or another index, 2 shorts instead
-- ukn41 = readBElong f -- always 0x00 01 00 00
-- )
-- fseek f ukn15 #seek_set
-- for i = 1 to ukn16 do ( -- bones?
-- ukn42 = readBEshort f -- indexes
-- ukn43 = readBEshort f
-- ukn44 = readBEshort f
-- ukn45 = readBEshort f
-- ukn46 = readBEfloat f
-- ukn47 = readBEfloat f
-- ukn48 = readBEfloat f
-- ukn49 = readBEfloat f
-- ukn50 = readBEfloat f
-- ukn51 = readBEfloat f
-- )
-- fseek f ukn17 #seek_set
-- for i = 1 to ukn18 do (
-- ukn52 = readbyte f #unsigned --? float, divide by 0xFF
-- )
-- fseek f ukn19 #seek_set
-- tempArray = #()
-- for i = 1 to ukn20 do ( -- loop might be bad
-- ukn53 = (readBElong f)+datArray.offset[d]
-- ukn54 = readBElong f -- count
-- ukn55 = readBElong f -- always 0?
-- ukn56 = readBElong f -- always 0?
-- tempArray[i] = [ukn53,ukn54,ukn55,ukn56]
-- )
-- for i = 1 to ukn20 do (
-- fseek f tempArray[i][1] #seek_set
-- for x = 1 to tempArray[i][2] do (
-- ukn57 = readbyte f #unsigned -- indexes
-- )
-- )
-- fseek f ukn21 #seek_set
-- for i = 1 to ukn22 do (
-- ukn58 = (readBElong f)+datArray.offset[d] -- offset to string
-- ukn59 = (readBElong f)+datArray.offset[d] -- offset to stuff after string
-- ukn60 = readBElong f -- always 0?
-- ukn61 = (readBElong f)+datArray.offset[d] -- offset to matrix data?
-- ukn62 = readBEshort f
-- ukn63 = readBEshort f
-- ukn64 = readBEshort f
-- ukn65 = readBEshort f -- string count
-- )
-- fseek f ukn23 #seek_set
-- for i = 1 to ukn24 do (
-- ukn66 = readBElong f -- count?
-- ukn67 = readBElong f -- float or hash?
-- )
-- fseek f ukn25 #seek_set
-- for i = 1 to ukn26 do (
-- ukn68 = (readBElong f)+datArray.offset[d] -- offset to name
-- ukn69 = readBEfloat f
-- ukn70 = readBEfloat f
-- ukn71 = readBEfloat f
-- ukn72 = readBEfloat f
-- ukn73 = readBEfloat f
-- ukn74 = readBEfloat f
-- ukn75 = (readBElong f)+datArray.offset[d] -- offset to index data that comes after name
-- ukn76 = readBElong f -- count for above offset
-- ukn77 = readBElong f
-- ukn78 = readBElong f
-- ukn79 = readBElong f
-- ukn80 = readBElong f
-- ukn81 = readBElong f
-- ukn82 = readBElong f
-- ukn83 = (readBElong f)+datArray.offset[d] -- offset to index data that comes after name
-- ukn82 = readBElong f -- count for above offset
-- )
fseek f vert_offset #seek_set
for i = 1 to num_verts do (
vx = ReadBEfloat f
vy = ReadBEfloat f
vz = ReadBEfloat f
tu = (readBEshort f) / 65535.0
tv = (readBEshort f) / 65535.0
nx = ReadBEfloat f
ny = ReadBEfloat f
-- nz = ReadBEfloat f
b1 = readbyte f #unsigned
b2 = readbyte f #unsigned
b3 = readbyte f #unsigned
b4 = readbyte f #unsigned
w1 = (readbyte f #unsigned)/255.0
w2 = (readbyte f #unsigned)/255.0
w3 = (readbyte f #unsigned)/255.0
w4 = (readbyte f #unsigned)/255.0
vertArray[i] = ([vx,-vz,vy]*100)
-- tu=tv=0
uvwArray[i] = [tu,tv,0]
)
for i = 1 to ukn13 do (
num_faces=mshArray[i][4]
fseek f (face_offset+(mshArray[i][2]*2)) #seek_set
format "% Faces % @ 0x%\n" i num_faces ((bit.intAsHex(ftell f))as string)
faceaddon = mshArray[i][1]+1
StartDirection = 1
fa = (ReadBEshort f) + faceaddon
fb = (ReadBEshort f) + faceaddon
FaceDirection = StartDirection
IndexCounter = 2
Do (
fc = ReadBEshort f
IndexCounter += 1
if (fc==0xFFFF) then (
fa = (ReadBEshort f) + faceaddon
fb = (ReadBEshort f) + faceaddon
FaceDirection = StartDirection
IndexCounter += 2
) else (
fc += faceaddon
FaceDirection *= -1
if (fa!=fb)AND(fb!=fc)AND(fc!=fa) then (
if FaceDirection > 0 then (append faceArray [fa,fb,fc])
else (append faceArray [fa,fc,fb])
)
fa = fb
fb = fc
)
)
while IndexCounter !=num_faces
format "\t\t\t\t\tFaceEnd @ 0x%\n" ((bit.intAsHex(ftell f))as string)
)
msh = mesh vertices:vertArray faces:faceArray
msh.numTVerts = vertArray.count
buildTVFaces msh
msh.displayByLayer = false
msh.backfacecull = on
msh.wirecolor = random (color 0 0 0) (color 255 255 255)
-- convertTo msh PolyMeshObject
-- select msh
-- subobjectLevel = 1
for j = 1 to uvwArray.count do setTVert msh j uvwArray[j]
)
default:(printblockpos ("WMB Not Supported: "+magic) datArray.offset[d])
)
)
default:(printblockpos ("Type Unknown: "+datArray.type[d]) datArray.offset[d])
)
)
)
default:(format "File Unknown: %\n" (magic as string))
)
format "Last Read @ 0x%\n" ((bit.intAsHex(ftell f))as string)
format "Flie Closed: %\n" fname
fclose f
) else (Print "Failed to Locate File")) else (Print "Aborted.")
[/code]
[QUOTE=Katra804;39706091]Crash, just stop posting before you embarrass yourself any further. You say you need the model, but in all reality, you only [I]want[/I] it. It may be needed for what you are wanting to do, but the not having the model won't kill you in the long run. Demanding that the model be extracted by someone who has no interest in doing so and insulting others isn't going to do a thing but make you look like an idiot.
If anyone chooses to continue with your request, that's just fine. But if they choose not to do it, you just have to deal with it or learn how to do it yourself in your own free time. Case closed.[/QUOTE]
Dude, i just think that he started very very well. So i also think that if he just tried a little bit longer, he could make happy not only me, but many other MGRR fans. I'm not forcing him to, i just persistently asking him.
[QUOTE=CRASH_2317;39705566]Pooch, your nickname forced me to do that - FUCK YOU.
[editline]25th February 2013[/editline]
And fuck you too.[/QUOTE]
[QUOTE=CRASH_2317;39705642]I had no chocie. The question was: who can extract Raiden's model. And i found him. I don't care about anyone else's saying - i just need the model. Need to remake it in 3DS Max absolutely in HD (in terms of textures, model's topology and rig setup).
NCDyson, optimussentinel - well, fuck yourself.[/QUOTE]
[QUOTE=CRASH_2317;39705977]Do i need to fuck you again? That's much easier - not to argue, just to fuck out.
What else can i say to such a piece of shit?[/QUOTE]
[QUOTE=CRASH_2317;39706166]Dude, i just think that he started very very well. So i also think that if he just tried a little bit longer, he could make happy not only me, but many other MGRR fans. I'm not forcing him to, i just persistently asking him.[/QUOTE]
Arent you a self-entitled twat.
[QUOTE=CRASH_2317;39705642]NCDyson, optimussentinel - well, fuck yourself.[/QUOTE]
Whoa. Look out, this guy means business. In all seriousness, all you are right now if you keep acting this way, is an embarrassment to the human race. You keep this up, you're liable to get banned.
[B]mariokart64n[/B] Very good script Mario. Keep it up. We are nearly come to making a whole pipeline of extracting the models from MGRR.
[QUOTE=optimussentinel;39706203]Whoa. Look out, this guy means business. In all seriousness, all you are right now if you keep acting this way, is an embarrassment to the human race. You keep this up, you're liable to get banned.[/QUOTE]
He's already made 4 bannable posts, for flaming.
[QUOTE=AaronM202;39706216]He's already made 4 bannable posts, for flaming.[/QUOTE]
Write some more.
[QUOTE=CRASH_2317;39706230]Write some more.[/QUOTE]
Do you honestly think acting like a wise-ass prick is going to get you what you want, or are you seriously that delusional?
[QUOTE=AaronM202;39706245]Do you honestly think acting like a wise-ass prick is going to get you what you want, or are you seriously that delusional?[/QUOTE]
I believe the second option is the correct one.
[QUOTE=AaronM202;39706245]Do you honestly think acting like a wise-ass prick is going to get you what you want, or are you seriously that delusional?[/QUOTE]
I don't know XD maybe you do.
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