Original thread I made long ago that's dead now: viewtopic.php?t=11075
The game was developed by Krome Studios who inherited assets from the Viva Pinata game by Rare as well as assets from the Viva Pinata TV Show by Bardel Entertainment to make this game.
As such, the game uses .mdg/.mdl formats for models, .tex for textures, and .anm for animations much like any other Krome Studios developed game.
I have had some luck with ripping models and textures via noesis scripts but haven't been able to rip the models with the original bones intact and believe me I'd tried but there aren't really any tools that are supported for Viva Pinata: Party Animals.
If anybody has the time much less the care for making tools to support ripping models from this game with the original rigging intact and etc. Then please do so, that'd be great.
Here's a boatload of character Models, Textures, and Animations from the game as sample files: https://drive.google.com/drive/folders/ ... sp=sharing
It should be worth noting that some of the models specifically the ones for the playable characters also have a lower poly version embedded in the same model file.
Miscellaneous:
https://forum.xentax.com/viewtopic.php?f=16&t=14903
Viva Pinata: Party Animals (X360) Models
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- Posts: 24
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Re: Viva Pinata: Party Animals (X360) Models
I and 2 other people I've gotten help from in the Return To Paradise Discord Server have been getting some progress on this, though we need stuff like the skeleton hierarchy and the rotation and scale for bones. Anybody wanna give some advice on this, especially from those who're more familiar with model ripping from Krome Studios games?
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- Posts: 24
- Joined: Tue Oct 09, 2018 1:55 am
Re: Viva Pinata: Party Animals (X360) Models
ShadowLuigi37YT wrote:I and 2 other people I've gotten help from in the Return To Paradise Discord Server have been getting some progress on this, though we need stuff like the skeleton hierarchy and the rotation and scale for bones. Anybody wanna give some advice on this, especially from those who're more familiar with model ripping from Krome Studios games? 2022-04-17_10_04_49-Blender__C__Users_sunst_Desktop_A301_Bug_Common.blend.png
Forgot to mention, this is what one of the buddies I'm collaborating on this with said to me.
"Ive only been able to get the location of the bones, the hierarchy and rotation/ scale isnt converted
C1 D9 6A 1E 42 74 02 DE 41 87 D4 DB 02 49 35 74
00 00 17 AC 00 10 00 1E 00 02 00 00 00 00 15 68
First 12 bytes are 3 floats for xyz, 2 shorts at 20 (dec) I believe are parent bone indexes.
Which means the rotational data is either calculated with 8 bytes, or for some ungodly reason it's split into 2 sets of 8 either side of the indexes.
To me that's not enough data, but I don't know what to look for so I might be overlooking something"