Midnight Club LA (PS3)

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Midnight Club LA (PS3)

Post by DJ Normality »

I was able to decompress the files using many tools. The final result is a nameless file that holds data. I was able to find some patterns.
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Hopefully im not showing wrong screen shots but im pretty sure this is a buffer of some kind. The vertices start on the blue ususally....
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Although I did save this one where they seem to start directly after the faces but i think this is wrong. I took many screenshots. Sorry if this isn't right.
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This is what the shell looks like which seems to be correct.
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Uv's also come out correct. So this seems to be right.
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Until I run into an issue like this. These faces are in the same vertex buffer. Yet if i load 1 more face it throws an error. I found that by searching for another offset of faces reveals the other meshes. But its very time consuming. Is there anyway to parse the model data by a script ?

Thanks in advance :)
DKDave
Posts: 136
Joined: Mon Nov 23, 2020 6:01 pm

Re: Midnight Club LA (PS3)

Post by DKDave »

The files seem very random. Some start with vertices, some start with other data. Assuming it's extracted correctly, it should be possible to script it, but I can't see any proper counts or offsets for the data within the files for where to even start.
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Midnight Club LA (PS3)

Post by DJ Normality »

I think it was the decrypter to the .rpf files. It says it "decompressed" the files but i think it messed with the data. Alot. Thanks for checking it out.