GioGio's Bizarre Adventure Model format

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
pinguino127
Posts: 8
Joined: Wed Apr 08, 2020 4:19 pm

GioGio's Bizarre Adventure Model format

Post by pinguino127 »

I'm trying to figure out how the format works so I can rip the models
These models are used for gameplay and cutscenes
I'm slowly figuring out what each part does
In the attachment there's 5 different models, including an image of what they look like in-game and the textures in PNG,
I wrote a little txt file with more info for the model pl2f, but it's a little rough
Image
I'll be updating the post with stuff I find :D
Karpati
Posts: 107
Joined: Wed Nov 12, 2014 1:46 pm

Re: GioGio's Bizarre Adventure Model format

Post by Karpati »

pinguino127 wrote:I'm trying to figure out how the format works so I can rip the models
These models are used for gameplay and cutscenes


I have almost finished my loader module.
GioGio.png
pinguino127
Posts: 8
Joined: Wed Apr 08, 2020 4:19 pm

Re: GioGio's Bizarre Adventure Model format

Post by pinguino127 »

That's awesome!
Karpati
Posts: 107
Joined: Wed Nov 12, 2014 1:46 pm

Re: GioGio's Bizarre Adventure Model format

Post by Karpati »

Can you tell me how to get more sample files?

I have the ’Jojo no Kimyou na Bouken - Ougon no Kaze (Japan).iso’ file and I have extracted the AFS_DATA.AFS file using the AFS EXPLORER v3.70.
I have got 628 .pzz files and I have extracted dozens of .pzz files (randomly) using the Quickbms script viewtopic.php?f=9&t=8724&p=39437&hilit=giogio#p39437, but the (.dat) files are very different than yours.

Edited:
I have extracted the pl24.pzz file also, but the (.dat) files are very different than yours.
Can you tell which script are you using to extract the .pzz files?
pinguino127
Posts: 8
Joined: Wed Apr 08, 2020 4:19 pm

Re: GioGio's Bizarre Adventure Model format

Post by pinguino127 »

There's no script to decompress the pzz files, I figured out the only way to unpack them is to put the dat files inside demo.pzz at the offset 0x800, and then let the game go to the title screen
The game decompresses the data inside demo.pzz and leaves it inside the emulator's memory, then we can just grab the data and save it into a file with a hex editor.

It's a little complicated, but I can give as many samples as you need, how many models do you want?
Karpati
Posts: 107
Joined: Wed Nov 12, 2014 1:46 pm

Re: GioGio's Bizarre Adventure Model format

Post by Karpati »

pinguino127 wrote:There's no script to decompress the pzz files, I figured out the only way to unpack them is to put the dat files inside demo.pzz at the offset 0x800, and then let the game go to the title screen. The game decompresses the data inside demo.pzz and leaves it inside the emulator's memory, then we can just grab the data and save it into a file with a hex editor.


I have downloaded/installed the PCSX2 v1.4.0 emulator, so I can run the game, but I can't imagine how can I access to the emulator's memory.

Here I attached the converted Wavefront .obj/mtl files. These files have LODs.
pinguino127
Posts: 8
Joined: Wed Apr 08, 2020 4:19 pm

Re: GioGio's Bizarre Adventure Model format

Post by pinguino127 »

I checked the converted models you attached and they were perfect :D
On the zip file I attached there's several more samples, including some stage and NPC models
I couldn't get the stages to look right on Model Inspector for some reason
I put a little tutorial on the pzz decompression stuff inside the zip file, but it's a little rough
I also added a little file guide for afs_data.afs to find stuff more easily
pinguino127
Posts: 8
Joined: Wed Apr 08, 2020 4:19 pm

Re: GioGio's Bizarre Adventure Model format

Post by pinguino127 »

I just realized that obj may not be the best format for stage models, since it doesn't have
vertex coloring, the stage models rely on vertex coloring a lot
Karpati
Posts: 107
Joined: Wed Nov 12, 2014 1:46 pm

Re: GioGio's Bizarre Adventure Model format

Post by Karpati »

pinguino127 wrote:On the zip file I attached there's several more samples, including some stage and NPC models
I couldn't get the stages to look right on Model Inspector for some reason


These files are look totally different (and weird) than the files in the giogiomodel.zip file.
pinguino127
Posts: 8
Joined: Wed Apr 08, 2020 4:19 pm

Re: GioGio's Bizarre Adventure Model format

Post by pinguino127 »

I uploaded the compressed versions by accident
https://www.dropbox.com/s/pt2em98s0gib9 ... s.zip?dl=0
Here is the uncompressed version of the files, had to upload them to dropbox because it ended up being 25mb
pinguino127
Posts: 8
Joined: Wed Apr 08, 2020 4:19 pm

Re: GioGio's Bizarre Adventure Model format

Post by pinguino127 »

https://www.dropbox.com/s/qg7s07jlsq16u ... s.zip?dl=0
Reupload because I messed up the npc/stage models.
Karpati
Posts: 107
Joined: Wed Nov 12, 2014 1:46 pm

Re: GioGio's Bizarre Adventure Model format

Post by Karpati »

I have finished my GioGio's Bizarre Adventure (unpacked player, npc models only) *.pzz loader module and I have released the following programs as web updates:

- 3D Object Converter v7.030 (Windows)
- i3DConverter v3.705 (macOS)
- i3DConverter v1.705 (Linux)

How to get the 3D Object Converter:
Download the 3D Object Converter from http://3doc.i3dconverter.com and install it or download and use the portable version.
After it just use the Help/Check for updates... function to get the v7.030.

How to get the i3DConverter macOS:
Download the i3DConverter from http://www.i3dconverter.com and install it.
After it just use the Help/Check for updates... function to get the v3.705.

How to get the i3DConverter Linux:
Download the i3DConverter from http://www.i3dconverter.com and install it.
After it just use the Help/Check for updates... function to get the v1.705.
pinguino127
Posts: 8
Joined: Wed Apr 08, 2020 4:19 pm

Re: GioGio's Bizarre Adventure Model format

Post by pinguino127 »

That's awesome! Could you show me how the model format structure works? :D
infval
Posts: 3
Joined: Sun May 24, 2020 11:18 pm

Re: GioGio's Bizarre Adventure Model format

Post by infval »

pinguino127, I've created (de)compressor: https://github.com/infval/pzzcompressor_jojo. Hope it helps. Sorry for copy-paste.
eraea
Posts: 7
Joined: Fri Apr 05, 2019 3:28 pm

Re: GioGio's Bizarre Adventure Model format

Post by eraea »

infval wrote:pinguino127, I've created (de)compressor: https://github.com/infval/pzzcompressor_jojo. Hope it helps. Sorry for copy-paste.


I got an electron based error when running the scripts. Any idea what happened?
Image
ngovandang
Posts: 8
Joined: Sun Jan 08, 2017 9:26 pm

Re: GioGio's Bizarre Adventure Model format

Post by ngovandang »

any idea how to convert these pzz format into view/import able format?
Karpati
Posts: 107
Joined: Wed Nov 12, 2014 1:46 pm

Re: GioGio's Bizarre Adventure Model format

Post by Karpati »

ngovandang wrote:any idea how to convert these pzz format into view/import able format?


One solution:
https://zenhax.com/viewtopic.php?f=5&t=13419#p56472