Parasite Eve (PSX) Model Extraction

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

Parasite Eve (PSX) Model Extraction

Post by DJ Normality »

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Last edited by DJ Normality on Sun Oct 20, 2019 4:25 am, edited 1 time in total.
adolthered
Posts: 2
Joined: Fri Oct 18, 2019 12:10 am

Re: Parasite Eve (PSX) Model Extraction

Post by adolthered »

Links are down.
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Parasite Eve (PSX) Model Extraction

Post by DJ Normality »

They are really old I have figured out a lot of new stuff.
I was able to figure out the algorithm finally to this game. Still seem to have a few things wrong but I'm hoping to have some help now.
Looking at the Eve Stage 2 Long Arms file I made I found we have the correct vertex by starting at the beginning set of zeros.
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This is what we see in the viewer.
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For the faces we go just below the 80 80 80 80 's and it starts after 80 80 80 OA. But this first OA is part of the actual mesh.
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And we get this in the viewer.
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It seems like most of her mesh is there but I still see some things missing. I know i should go through each offset and find where it starts and ends. Like her head, arms, dress, ect. That would make it easier. But I still cant figure out the UV's.
Here is were they start.
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I was able to use a program a buddy made for me and it does work for reading them. Something about the color palette. The 80 70 is one and the 88 00 is another. That is the triangle UV's.
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This is the quad UV's offset start. You can tell the from the C0 70 and then 88 00. Not sure how these are read.
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From the program
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With the texture applied in into the program you can see they all line up perfectly with the image.
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But for some reason I cant get this UV map to show in Model Researcher. Any help on this would be appreciated. I've been working on this project for 2 years now. Each day seems to get me closer but I could really use some help at this point.
Here is a picture of the mesh in epsxe.
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Last edited by DJ Normality on Sun Aug 02, 2020 4:45 am, edited 1 time in total.
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Parasite Eve [PSX] .IMG

Post by DJ Normality »

Well almost 3 years now. Still not able to find out the algorithm to this data. If anyone. Anyone!! Can help me.

[Update]
I used the script "ps1_disk_chunks.bms" on the original ISO and found it did change the data.
Original
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Unchucked
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Original Unchunked Offest
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I did some digging and in the archives of the internet I found this script.
Looked promising but I cant seem to put the files in the correct spots. Or edit the script to work.
"squaresoft_cd.bms"
https://drive.google.com/file/d/1pDF8RN ... sp=sharing
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Programs I used/created by Leo for me. They got us close but never able to convert a file.
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Programs
https://drive.google.com/file/d/1ieXDL1 ... sp=sharing
Here is Leo's layout of the files. I was able to get the textures by using ePSXe along with "PSXPVV"I did a tutorial on how to extract those here.
https://www.youtube.com/watch?v=AikdXGBN_-k
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The closest I was able to get is pretty much what you see above. We were able to extract the .IMG file into .raw data we called ".PER"
After researching offsets and data we found a pattern to vertex, faces, uv1, uv2, and animation data.
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I simplified it here for what we are trying to extract here.
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I was able to dig into the ".PER" to find this model data. I then clipped the bytes where it began and ended to get ".PEM" files. (Parasite Eve Model)
These are .raw files of vertex, face, and uv data. I used model researcher and found there is mesh in these files.
I use these as a helper too. They are the original research from Leo.
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Leo's Site
http://lgt.createaforum.com/index.php

[Research]
https://drive.google.com/drive/folders/ ... sp=sharing

These files are old. I know. But I am using them to make new HD models. So the original topology would help along with UV's.