Extracting models from a ps2 japanese car game [Road Trip Adventure]

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
artbarot
Posts: 5
Joined: Mon Feb 12, 2018 3:39 pm

Extracting models from a ps2 japanese car game [Road Trip Adventure]

Post by artbarot »

Hello, I just found this website, I asked some questions in xentax but since I really want to do this I figure I should also ask in here.

https://mega.nz/#F!pIswUAjZ!SI_ZLhtU7Kmo1sOFt2K9pA
Using this link, you can use the .BMS script to extract files from Q01 and C00. You can open each subfiles with the .maxscript.
https://imgur.com/a/sBrW1

My question is if someone can help view C00.BIN or 010.BIN(track and open world), since maxscript works but the model is not how it would be supposed to look, I am trying to understand how to use hex2obj and hex searching to identify the vertex and faces.

Thanks in advance

updated ( 21/02/2020)
Last edited by artbarot on Thu Feb 27, 2020 2:08 pm, edited 2 times in total.
episoder
Posts: 123
Joined: Fri Oct 27, 2017 7:36 pm

Re: Extracting models and texture from a ps2 japanese car game [Road Trip Adventure]

Post by episoder »

ehh. what is it that you need? can you handle hex searching? cause i'm having trouble figuring a generally simple and compatible solution. i hate f*cked headers, and those are multiple. damn. :x

so far, the Meter file are definetely just a gauge hud and a needle graphic. i consider this 'not useful' to the car model.

the Cxx seems to be a racetrack data file. ofc it' may not load the same way as the car does. I can't help with that modelling stuff. i don't use 3dsmax. the textures are a bit stream of files which gotta be sorted and figured out the width and height and format, which i can't do cause it's a f*cked version of the header.

the Qxx is a car file with obviously vertex colors and just a detail texture file, which... here's the kicker... you may have to extract with Console Texture Explorer. to find the data offsets in the files you have to search for the modified "tim header" whatever. signature '0x06041210' or '0x06081210' and perhaps more. the problem is, it doesn't have width and height (which is not perhaps but not generally computable among the 3 different version of those headers present). but... you could 'safely' guess it. power of two style. the header is immediately followed by the index data. then followed by another tim header for the palette and the palette itself, which seems to decode just fine for the car example. the viewer also got a alpha mode to get that channel.

Image

i hope it helps atleast a lil bit. :)
artbarot
Posts: 5
Joined: Mon Feb 12, 2018 3:39 pm

Re: Extracting models and texture from a ps2 japanese car game [Road Trip Adventure]

Post by artbarot »

Yes this helps a lot(even in terms of motivation). To answer your questions optimally I would like to have the information about the textures of each car(looking at your image post) it looks like it, better understanding of .GSL files (the meter one), and better extraction of the track models.

The meter file is unrelated to the car itself, I noticed .GSL files and the last file from Q01 had a similar structure, so I figured I should include it.

This last part you wrote I will need to study this more, but judging by the images it's very good progress( the Q01 is basically the texture to the car (lights and a bit back (01- http://choroq.wikia.com/wiki/List_of_Bo ... oro-Q_HG_2) , the meter file awesome also, and the track file looks like texture used in some objects in the track race(walls,scenery details))

Thanks for the help!

Edit: The extraction on the C00 file, may have need to re-extract the 2.dat result since this is probably a achive file. Im trying to view some tutorials with .maxscript but still I did not opened it properly yet. thanks
cilki
Posts: 1
Joined: Thu Oct 03, 2019 4:02 am

Re: Extracting models and texture from a ps2 japanese car game [Road Trip Adventure]

Post by cilki »

Did you give up on this? This game is my all-time favorite and I want to try reverse engineering it. Maybe you can post your scripts somewhere like GitHub (your link is dead).
artbarot
Posts: 5
Joined: Mon Feb 12, 2018 3:39 pm

Re: Extracting models and texture from a ps2 japanese car game [Road Trip Adventure]

Post by artbarot »

Hey I didn't give up I've just postpone it because I don't have enough skill/intelligence to progress alone in this
Hopefully I hear something from you guys :)
Last edited by artbarot on Thu Feb 27, 2020 2:06 pm, edited 1 time in total.
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Extracting models and texture from a ps2 japanese car game [Road Trip Adventure]

Post by DJ Normality »

Image
Image
These are all UV mapped, For some reason all I see is the lights. No actual body map so they might just be one solid color. Not too sure on that one. I saved every image from the snap so you might just have to look at the files and see whats going on.
Image
These are the textures you have to use TexMod. Very easy to do.
Image
This is the original snap.
Image
Use PCSX2 4600 version.
Its the only one with the .obj snap feature.
Once you got it boot your game.
Get to a part where your mesh is on screen.
I run TexMod with the rip so i can do it all at once.
TexMod allows you to cycle through the textures on screen and save them.
For textures make sure your on "Hardware" mode.
For mesh make sure you are on "Software" mode with texture enabling.
Now once you get to your mesh, hold Shift + F8.
This will snap a image of the geometry.
Look in your My Documents\PCSX2\Snaps.
You will see a .obj file.
If you see 0kb file. Make sure you are on the right settings.
Now take that file and open it in 3DS Max.
You will see there are duplicate meshes here.
Highlight from 000 to whatever is half.
So say there are 1300 objects. You will need 650-1300.
Not all games are like this so just trail and error until you know if your game does or not.
These are usually the UV mapped polygons.
Once deleted save the .obj as an .obj.
Open up PCSX2 Model Converter.
This program allows you to fix the projection on PCSX2 snaps.
Now that our .obj is fixed with correct polygons its still not fixed in projection.
So take the .obj file place it in the RAW folder.
Look at the snap .bmp file generated in the snap folder.
Go to properties and details.
Look at the resolution of the snap.
Divide by half.
So if your resolution was 340x224.
Then set the parameters of the program to 170x112.
Each snap will be different for each game.
After you get that part set Focal Distance to 1000.
Click Fix projections.
Then click Repair projections.
Go back to your PCSX2 Model Converter folder and in your Fixed Projections folder you will see a new .obj.
Load this into your 3D program.
I use Cinema 4D.
Once loaded optimize points so you can center to object.
After axis is set center the object to the center of the world.
Now you can see the mesh with no projection.
#NOTE#
The textures you save will be negatives.
Use PCSX2 Model converted and place all textures in the textures folder.
Hit Normalize .PNG.
This should flip all images.
Make sure they are .PNG format.
For multi conversion use SageThumb.
Hope this helps

Files
https://drive.google.com/file/d/1x2otN4 ... sp=sharing
Fiammanera628
Posts: 14
Joined: Tue Jan 14, 2020 9:26 pm

Re: Extracting models and texture from a ps2 japanese car game [Road Trip Adventure]

Post by Fiammanera628 »

Perhaps there is a way for ripping also PS2 Burnout 3 Takedown 3d Models with this method? Only asking :?
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Extracting models and texture from a ps2 japanese car game [Road Trip Adventure]

Post by DJ Normality »

Yeah you can do any game. Just some use back-face culling which sucks.. you wont be able to get anything from them games.
Fiammanera628
Posts: 14
Joined: Tue Jan 14, 2020 9:26 pm

Re: Extracting models and texture from a ps2 japanese car game [Road Trip Adventure]

Post by Fiammanera628 »

Which version of Modelconverter you use? the 1.0? Because I'm trying to follow your explanation, but some buttons like "Fix projections" I'm not able to find... instead I've found "Remove projections"... :?:
DJ Normality
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Joined: Tue Jul 24, 2018 8:52 am

Re: Extracting models and texture from a ps2 japanese car game [Road Trip Adventure]

Post by DJ Normality »

It might be that and yeah mine is the 1.0 as well.
Fiammanera628
Posts: 14
Joined: Tue Jan 14, 2020 9:26 pm

Re: Extracting models and texture from a ps2 japanese car game [Road Trip Adventure]

Post by Fiammanera628 »

Ok, so perhaps you know why every time I open the "XXRemoveProjection.obj" (XX is the prefix name that I give to my file), 3DS Max (I use 2019 ver.) says: Vertex coordinates to big, try to scale object size? (or somehow similar)? 'cause I decrease the size and give me the same error every time.
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Extracting models and texture from a ps2 japanese car game [Road Trip Adventure]

Post by DJ Normality »

Sounds like your converted file isnt right. Shouldnt have an error like that unless it wasn't passed through the projection fix.
Fiammanera628
Posts: 14
Joined: Tue Jan 14, 2020 9:26 pm

Re: Extracting models and texture from a ps2 japanese car game [Road Trip Adventure]

Post by Fiammanera628 »

DJ Normality wrote:Sounds like your converted file isnt right. Shouldnt have an error like that unless it wasn't passed through the projection fix.


Well, I did like this:

1. I take the snapshot with Shift+F8 (PCSX2 0.9.8);

2. I open the file with 3DS Max 2019 and select half of the meshes and saved as .obj;

3. I put this file into "calibrate" foldier and on the Meshconverter program, I set the half resolution (320x224, 'cause I've got a 640x448) and click on "calibrate";
4. I take the new file into "processed" foldier (into "calibrate" foldier) and put into "RAW" foldier;

5. here, I click into "Remove projection" and a new file is created into "RemovedProjection" foldier...

So, this file is the one that I've got the 3ds Max error.

I did something wrong? :?:
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Extracting models and texture from a ps2 japanese car game [Road Trip Adventure]

Post by DJ Normality »

No. I never mentioned calibrate. That's to calibrate meshes. You need it in the "Raw" folder.
It goes raw,fix,processed. Only folders you use.
Fiammanera628
Posts: 14
Joined: Tue Jan 14, 2020 9:26 pm

Re: Extracting models and texture from a ps2 japanese car game [Road Trip Adventure]

Post by Fiammanera628 »

Ok, but remains the fact I don't find the Fix projections and Repair projections...
Here (in attachment) the GUI of the version of Modelconverter that I've got:
DJ Normality
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Re: Extracting models and texture from a ps2 japanese car game [Road Trip Adventure]

Post by DJ Normality »

It says Remove Projections.
Fiammanera628
Posts: 14
Joined: Tue Jan 14, 2020 9:26 pm

Re: Extracting models and texture from a ps2 japanese car game [Road Trip Adventure]

Post by Fiammanera628 »

Ok, but this is what I have with only Remove Projections... (I halfed the meshes and try to export as obj with triangles, quads, and polygons)
...
no luck :cry:
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Extracting models and texture from a ps2 japanese car game [Road Trip Adventure]

Post by DJ Normality »

Refer to the tutorial. Says ..
"Click Fix projections.
Then click Repair projections."

You cant just click one you need to run both of them.
Fiammanera628
Posts: 14
Joined: Tue Jan 14, 2020 9:26 pm

Re: Extracting models and texture from a ps2 japanese car game [Road Trip Adventure]

Post by Fiammanera628 »

Are you kidding me? The AREN'T into the GUI of modelconverter 1.0!

...

I give up whit this method. :(
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Extracting models and texture from a ps2 japanese car game [Road Trip Adventure]

Post by DJ Normality »

All there is too it..
Image