Sonic Forces (PC) .model

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

Sonic Forces (PC) .model

Post by DJ Normality »

Been trying to find a tool to batch these files. I was directed by a few on xentax about a couple programs all seems to not work. The one did convert the model but it was all messed up. Missing every other triangle it seems like. Any help ?
Image
Main tool
https://github.com/blueskythlikesclouds/SkythTools

2nd tool
https://github.com/Turk645/Hedgehog-Eng ... r-Importer

Samples
https://drive.google.com/file/d/1Qr3Plo ... sp=sharing
grandshot
Posts: 42
Joined: Mon Jun 07, 2021 8:20 pm

Re: Sonic Forces (PC) .model

Post by grandshot »

Access to your drive is denied. And would better just attach samples to post.
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Sonic Forces (PC) .model

Post by DJ Normality »

Should be able to download samples now.
DKDave
Posts: 136
Joined: Mon Nov 23, 2020 6:01 pm

Re: Sonic Forces (PC) .model

Post by DKDave »

Format looks to be reasonably straightforward - vertex stride is 0x34, faces are tri-strip 0xFFFF terminated.

This is the first mesh in chr_vector (vertices at 0xff70, faces at 0x110):

Image
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Sonic Forces (PC) .model

Post by DJ Normality »

Nice work DK you never fail to come through! Could this be made into a script for Noesis for batching ?
DKDave
Posts: 136
Joined: Mon Nov 23, 2020 6:01 pm

Re: Sonic Forces (PC) .model

Post by DKDave »

Yeah, should be possible. I'll do some tests, see what I can come up with :-)
DKDave
Posts: 136
Joined: Mon Nov 23, 2020 6:01 pm

Re: Sonic Forces (PC) .model

Post by DKDave »

Bit of progress. I can read the various model parts correctly, although UVs are sometimes a bit chaotic. Do you have some sample textures I can use to test?

Image
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Sonic Forces (PC) .model

Post by DJ Normality »

Tried to DM you the files but I cant do it here or on discord so here is the main one.
***edit***

If it goes against the rules im sorry I dont have any loose samples atm. Let me know when you got it i will edit this post.
Last edited by DJ Normality on Fri Jun 25, 2021 6:19 pm, edited 1 time in total.
spiritovod
Posts: 719
Joined: Sat Sep 28, 2019 7:00 pm

Re: Sonic Forces (PC) .model

Post by spiritovod »

I wonder what's wrong with using common Sonic tools from libgens-sonicglvl package (specifically, modelfbx)? It should support skeleton and animations as well.
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Sonic Forces (PC) .model

Post by DJ Normality »

Im trying to batch them I might of tried using that tool and it gave me these broken files. The 2nd program in the 1st post. I'm not sure if i seen this tool though. Thanks for sharing that spirit.
spiritovod
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Joined: Sat Sep 28, 2019 7:00 pm

Re: Sonic Forces (PC) .model

Post by spiritovod »

Second tool (import plugin) also works fine if you'll set "Use strips" option upon importing. I believe animation plugin works fine too.
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Sonic Forces (PC) .model

Post by DJ Normality »

Is there a command line option to do that? I batched all the models with that tool in the MODELS folder and they are all like the 1st post.
DKDave
Posts: 136
Joined: Mon Nov 23, 2020 6:01 pm

Re: Sonic Forces (PC) .model

Post by DKDave »

Just got back on PC and saw previous messages :-)

If you can't get any tools to work, let me know if you still want me to continue my Noesis script.
spiritovod
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Joined: Sat Sep 28, 2019 7:00 pm

Re: Sonic Forces (PC) .model

Post by spiritovod »

@DJ Normality: I think for batch converting it will be faster to change default value of this option in the python script itself. Simply change it to True:

Code: Select all

    import_strips: BoolProperty(
            name="Use Strips",
            description="Import mesh using strip notation",
            default=False,
            )
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Sonic Forces (PC) .model

Post by DJ Normality »

I didnt use python though it was a .exe and yes DK ill take the Noesis script if you still are working on it. Im not to good with python :cry: Thanks for the python edit spirit i just dont know how to alter/edit stuff like that to well.
spiritovod
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Joined: Sat Sep 28, 2019 7:00 pm

Re: Sonic Forces (PC) .model

Post by spiritovod »

@DJ Normality: But the second tool you've linked are two import plugins for blender, which are python scripts. If you mean that you've used blender via CLI after adding that plugin to blender, you can simply edit it like suggested (change "default=False" to "default=True" in any text editor) and then install it again, this way it will override existing plugin.
Skyth
Posts: 1
Joined: Fri May 03, 2019 11:26 am

Re: Sonic Forces (PC) .model

Post by Skyth »

You can also use modelfbx, my fork has proper support for Sonic Forces:
https://github.com/blueskythlikesclouds ... delfbx.exe
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Sonic Forces (PC) .model

Post by DJ Normality »

Ok thank you I will try that as well. And sorry Spirit I might of been confused I used this program to turn the .models into .fbx running a .bat file.
https://forum.xentax.com/viewtopic.php?p=157955#p157955