[Dissidia] Models - Viewer and Extractor Tool by MrAdults (2009-04-08)

  • Thread starter Thread starter koral
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Wow, Mr Adults (or should i call you rich?)
You Really know what you're doing! i take it you do this for money?
I'm Really impressed at your epic skill! Thanks a lot!
Yep, what koral said. :) I mostly do free-lance programming/game dev contracts for financial income, myself.

Please remember that with CC the data was not encrypted or compressed, so I had an easy time trying to find what I was looking for.
And with Dissidia, Aurenasek116 (via the epicness of Vash) provided the exact model files, so it was even more straight-forward.

It has been far easier for us to get these models viewed than it usually would be (think of the woes of FF7-FF12 and you will get some idea).
Luck was on our side, that is for sure  :lol:
It's lucky that asset compression for models is a fading trend in this generation, it makes things that much easier for us. :) Particularly for the PSP where the contiguous read times are actually quite good, and compressing your assets tends to actually net you a loss in load times from decompression. Coupled with the fact that the media has a higher capacity than you'd probably ever need to use for a game on a platform with its specifications, there's not much reason to compress geometry data.

But MrAdults is a lot quicker and better coder than me, there is no doubt about that!
Oh, nonsense. ;)

:0 wow, thanks a lot guys
Anyway, i'm a little stuck as to how to get mesh2rdm working properly. opened on its own, it just serves as a list of the functions it has. opened with a model, it serves a preview wondow. But i can't seem to get to anywhere where i could input the "command line" stuff. any help there? i wanna export as .obj and make use of the new feature :D
Aurenasek already mentioned it, but you can use the Start->Run menu and enter "cmd" (without quotes) to bring up a command prompt. Then cd to your model directory where you have a copy of the gmo and mesh2rdm.exe and run it with the desired parameters. You may have to seek out a DOS command reference if you aren't used to using a command prompt, though. :)

And finally, there is a new release (v1.93) of mesh2rdm up now, here:
http://www.richwhitehouse.com/index.php?content=inc_projects.php&filemirror=mesh2rdmv193.zip

As it turned out, lots of surfaces still weren't showing up, like some clothing bits and chains hanging off of characters and weapons. I think I've cleared up pretty much all of the problems now, except for a messed up texture here and there. I'll be starting on the file spec now.
 
Nice to see this update, however most of those details mentioned must have been very minor (Except for Bartz cape which was obvious).
Do you plan on ever trying to figure out the weighting data? If not, then it's not a problem anyway since I actually prefer to pose models manually with vert selection, allows me for more precision.
 
Yeah, it was all pretty subtle stuff, except for a few glaring flaws (like the Bartz cape, and the wings on normal Kefka were busted).

I don't plan to proceed in figuring out the weighting data, though I do have a pretty good idea of where it is, as well as the bone indices used for each mesh and the bones themselves. So I'll include all that I've observed there in the format spec. After that, koral may or may not decide to finish up my work there. :) I personally don't have much desire to pose the models, though. I'm mainly interested in weighting them to existing skeletons as well.
 
MrAdults, you seem to know what you're doing with Model Formats, and i'd really like help with a hack i'm currently working on for KHIIFM+
Could i PM you to ask you quite a complicated favor? i'd really appreciate it, but i dont mind if you're busy.
 
I don't know if I'll be able to accommodate you, but feel free to PM away.
 
this program is very cool  :-D
but I've some questions
1. How do you export the dissidia .gmo(s) to .smd / .obj / any importable files into milkshape ? I tried to write the -smdout / -objout things but it doesn't work  :oops: , or where does I write it ?
2. When converted to .smd / .obj , does it have animations ?

PS : It's my first post here , congrats me  :-D
 
Hey there and welcome to Qhimm :P

I replied to your question on Rich's website but in case you haven't read there, here it is again..

I don't have any problems with exporting o.O
I'm using a .bat file that I edit for every file I want to export, here it is if you want to use it:

mesh2rdm File003761.gmo Kefka.smd -dissskip 1 -texpre Kefka -rotate -90 0 0 -scale 1.0 -smdout

That line will export you god form kefka ;P
And no, neither Dissidia nor Crisis Core models extract with animations. Crisis Core ones extract with weighs so you can move the skeleton and pose the model but Dissidia models don't, since Rich didn't really focus on getting Dissidia skeleton exported, which isn't really a problem anyway if you know how to use 3d software :P
 
Thx  :-D
btw , I still have the problem using it
well , I tried
but nothing happened >.<
here's how I do it :
1. Open my notepad
2. Copy the mesh2rdm File003761.gmo Kefka.smd -dissskip 1 -texpre Kefka -rotate -90 0 0 -scale 1.0 -smdout
3. Save as mesh2rdm.bat
4. Put in the mesh2rdm folder
5. Copy Kefka God model / File003761
6. Drag the File003761 to the mesh2rdm

Did I do something wrong  :??
btw , is the way to extract FF7CC models is the same with extracting dissidia models ?
I used Koral's Viewer and export it to .obj , but I can't see any bone in Milkshape  :oops:
 
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Yeah, OBJ doesn't support vertex weights. You'd have to export to .smd with mesh2rdm to keep the weights and skeleton intact. However, mesh2rdm only supports weights/skeleton for Crisis Core models. I did not implement support for Dissidia model weights/skeleton.

I responded to your post on my web site as well, but to answer again:
Yeah, what Aurenasek said will work fine. It sounds to me like you're still just drag-dropping the GMO over mesh2rdm instead of running the batch. You need to execute that mesh2rdm command in a directory with both File003760.gmo and mesh2rdm.exe.
 
Blender has working smd import/export via scripts. As does pretty much everything.
 
I have created a new Wiki page for Dissidia here: http://wiki.qhimm.com/Dissidia
It's rather empty right now, but it should fill up sometime or other.

I wasn't sure exactly how Aurenasek116 got the extraction files, or if I should mention Vash's tools and their website in the wiki.
Would it be OK for me to do that, or is it fine the way it is?

Pretty much off-topic, but I have also begun to wikify the CC [!]-model files: http://wiki.qhimm.com/FF7:CC/Model_Formats#File_Structure
MrAdults, could you confirm for me if it matches your findings, or if I have missed any information?

I have totally avoided the PSP-GPU decoding specifics for the meantime because Dissidia will likely confirm or contradict it, and I dont want to keep editing stuff, meh  :lol:
 
Looks good, from what I recall, koral. And here's my draft of the Dissidia file spec:
http://www.richwhitehouse.com/index.php?postid=34

You'll notice that the vertices actually have nothing to do with the PSP GPU format or the way Crisis Core stored its verts. In fact, the vert list even seems to have another index to reference common vertex weights and normals, although I have not completely confirmed that (just speculating based on the data I've seen). I did a little bit of experimenting with getting the blend modes and stuff working from the materials, too, but haven't quite figured it out completely yet. I thought I had it, but it seems like some surfaces on the moon map are additive when they shouldn't be. Perhaps I'm not doing multiple passes correctly. But in any case, I'm gonna take a break from it for a while. I'll let you know if/when I start back up on it in case you're working on it too, so we don't attack the same problems at once. :)
 
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I got the tools from alucard.cc forums, koral.
They are public forums for game hackers (mainly consoles) but I doubt Vash would be angry if you added them to the Wiki page.
I also wanted to put up a table on the wiki with all file formats found on Dissidia .iso but it seems the wiki won't let me register :/
 
That's because you have to message me with a username/email address/and password to add you.
 
Or if you could just PM me the info so I can wikify it for you.  :wink:
But if you do change or add anything yourself then please do let me know, I have a long task ahead of me wikifying MrAdults GMO specs (which is extremely awsome BTW, crisp and clear to read and understand)

I wont be doing anything with this format for a while, because I am currently creating a new Viewer tool independant of Irrlicht's renderer.
Its a nice rendering engine, but it makes things impossibly difficult to manage sometimes, like the GUI stuff and polygon-sorting for correct transparency rendering.

I may be picking up on an older game soon too  :lol:
 
:-D

I have just started the laborious process of wikifying MrAdults specs (trying not to copy-paste it all), and moved things around a little for better organisation.
I also created a new "Miscelenous Findings" section because I remembered that there were actually a number of interesting findings, the most obvious one being the inclusion of Aeris and Tonberry.

I wonder if they also have their animations intact? It would be interesting to see if they could be somehow loaded up in the game.
Maybe there is a Debug-Menu in this game too? :wink:
 
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