Search found 69 matches

Return

Shenmue Scrolls (Skyrim Mod) Hazuki House HD

Main Shenmue Scrolls Thread
http://www.shenmuedojo.net/forum/viewtopic.php?f=37&t=47379&p=1080991#p1080991



The biggest thing that annoys me is the Interior VS the Exterior, for example;
Ryo's bedroom windows outside are right next to the lounge area room windows, but Inside there is a lot of space inbetween. So Im creating a house where they match up. The house exterior will need extending, but I have a clever plan to make sure that the exterior doesnt seem spacially different.

http://img209.imageshack.us/img209/1071/jxk6.png

I respect the fact that the Household is a traditional japanese home (also seems a bit poor considering its location), but it is a health and safety nightmare, theres no window or extractor fan in the Toilet room (I remeber thinking WTF is that when I saw it for the first time) but theres also no sink or face washing facillites. Its possible that there isnt supposed to be a bath or shower, because many areas in japan have sauna/bath houses that people goto. I'd also like to add windows at the end of both halls and possibly one in the TV room/Inesan's room hall bit.

I want to keep the same style textures and turn anything thats supposed to be 3D into 3D objects (I just made a nice extractor fan)
http://img820.imageshack.us/img820/1811/dh4.gif
there are also pockets of 'blank space' inside the house that could be filled, could also add attic space.
by ReeceKun
Thu Oct 03, 2013 6:06 am
 
Jump to forum
Jump to topic

Extracting MT5's Works 98% with MT5Ripper

[Some may not know this information, some might know and simply cant do anything with the information anyway, but to be clear I will explain, I cant post links at the moment as I only have an Xbox360 to connect to the internet, for images on what I have extracted look for my 'Elder Scrolls Mod Topic'. There wasnt much interest as this forum seems to be slowly dying out due to 'general given-up-ness'. Once I have a decent PC I intend to revive the corpse of 'Shenmue'
I will try and spell this information out as clearly as possible for people who might not understand some terminolgy]

Originally It looked like MT5 ripper only worked with a few Minor MT5s

I started looking at MANY MT5's with HEX Workshop to try and understand the 'header and footer' of each MT5.

What you May Not Know , is that the PKS/PKF files are compressed files that can be simply opened with WINRAR

These PKF/PKSs contain another PKF/PKS that contain 'uncompressed' Multiple MT5's within them. ( I THINK that these are the MOST accurate GAMEPLAY models)

At First I extracted the MT5s Manually by finding the START of each MT5 and extracting chunks of data, Then I asked on Xentax for a QuickBMS script to automate the extraction and rename each extracted ' chunk' to have an MT5 extension.

The lastest MT5 ripper with Koydo's extractor works with most of these MT5 files , on the MT5s that DIDNT work , I had to try and Find the 'Footer' of the MT5 which isnt easy as there doesnt seem to be a logical pattern , sometimes just removing a few 00 00 00 00 at the end of an MT5 would make MT5 ripper work.

Whats really Annoying is that The shenmue Data contains MULTIPLE MT5s of the same data, Including the BETA stuff (some files might be the Long Distance Models 'LODs' Some Beta maps are actually better)

HEX workshop also allows comparison bettween 2 data files , I compared an MT5 ryo's backpack with an MT7 ryo's backpack (taken from shenmue2 obviously) and there is a lot of data that matches and alot that doesnt MT7s ARE technically MT5s just arranged in a strange order that I dont fully underatand. BUT this could help understand MT5/MT7 clarifications

I extracted The Race ROAD that leads to the docks , but when extracted Together it is a Messy Blob of Polygons, but if you extract each OBJ individually , it renders each one normally However there are 40,000 objects within THAT MT5 (some just individual polygons)

I am convinced that If Yazgoo was aware of this infomation (especially regarding PKF/PKS file data) that its possible MT5 ripper 'could' extract the individual MT5s and find the correct Footers.

Finally although UV data is also extracted I would be happier with the Base model data as Shenmue textures are Horrible , usually games do low poly models with good textures , shenmue did highpoly models with low poly textures.

Once again I cannot do anything at the moment as I dont have a PC and I really dont know when I will be able to afford a new one, I hope that this information helps in the meantime
x
by ReeceKun
Wed Jul 30, 2014 6:04 am
 
Jump to forum
Jump to topic

Re: Extracting MT5's Works 98% with MT5Ripper

Yep Ive extracted most of the hazuki house (seen in the other thread) a lot of household objects are seperate files and need to be individually extracted from the mass PKS/F, Theres a Travel agent that extracts as one-piece with objects included. The thing is this has been possible since 2011 I dont think I did anything special to stumble upon this stuff, I also find it unlikely that no-one ever extracted the PKS/PKF files before
by ReeceKun
Thu Jul 31, 2014 5:10 am
 
Jump to forum
Jump to topic

Re: Extracting MT5's Works 98% with MT5Ripper

Reece you definitly know your stuff.
Could I have a one on one chat with you?
I'm making a Shenmue modding knowledge base and I would like to include your notes if I can.
You will be credited on all of your work.

I don't currently have a PC just Xbox360 at the moment(I got annoyed with the notebook I did have .. and sorta broke it lol)
I have backed everything Ive extracted on disc and usb, I just need a fancy PC to be able to render large areas.
There isnt really a whole lot more to tell, I broke the process down as clearly as I could.
MT5 in Hex begins HRCM and thats about as far as I got

I cant create programs but I do hope to learn how to identify OBJ structures within HEX and be able to extract them.
As with all my conversion projects, once I have extracted and fixed (or rebuilt) objects, they will be made freely available for others to import into other engines.

Fenix
The vehicles are also extratable .. the characters can also be extracted BUT they are clumped together and a Nightmare to piece together , However I decided that in order to RIG them Its best if they were ripped using 3Dripper, That way their proportions and UV textures will be easier to fix (they also need changing from overlapping bodyparts into single meshes)
by ReeceKun
Thu Jul 31, 2014 4:16 pm
 
Jump to forum
Jump to topic

Re: Video Tutorials on Shenmue Hacking Procedures

Its worth posting information on files and how to manipulate them for future reference
It is cool, its just a little bit late, I would much rather see Shenmue being recreated in a NEW games engine, knowing as much as possible about shenmue file formats will help when this time comes
I'd love to find animation data would make things easier than reanimating his fighting moves (His terminator walk does needs changing)
Dont be discouraged Shenmue will rise from the ashes :D
by ReeceKun
Wed Aug 06, 2014 6:49 am
 
Jump to forum
Jump to topic

Re: Shenmue 1080p


I have a question, how can I preserve alpha channels when exporting to .obj? every time I do it the models lose their alpha textures resulting in a bad hair, it looks like a helmet.

My Plan to get the most accurate textures (when they arnt preserved in general) is once I have the extracted an MT5 is to then take a 3D ripper grab of the same object (with the correct textures) and them graft onto the original model (to avoid any deformation)
by ReeceKun
Sat Nov 01, 2014 4:52 am
 
Jump to forum
Jump to topic

Re: A new converter for Shenmue geometry including textures

game ON
http://s29.postimg.org/8nu4o4y53/hangoon.jpg

Dobuita - This is 1 of 22 map 'layers'
(some layers are xmas lights and stuff but the rest is map areas and roads)
http://s7.postimg.org/wikfle2iz/TODOLIST.jpg

Not all the textures are correct right now , but all the textures are going to get updated eventually , so Im not too worried at this point :)


Well, thats my weekend 'to do' list sorted
by ReeceKun
Wed Dec 03, 2014 7:12 pm
 
Jump to forum
Jump to topic

Re: A new converter for Shenmue geometry including textures

hey reece which files did you extract to get dobuita?

This is a brief list of all the scene files from all 4 discs combined (may not be 100% accurate)
http://s3.postimg.org/x715l5kqr/002_direct.jpg

You want folder D000 (there are other Dobuita folders but they are cutscenes or beta areas)
MPK00.PKF/PKS is the Main Doubita Map (there are loads of other PKS/PKF in the folder too = vehicles, bus, outer map areas, coke machines etc)

It has multiple layers for each area , and there is a lights layer, Xmas decorations layer, just tons o stuff, that may or may not appear depending on the time of day/year.
by ReeceKun
Sat Jan 03, 2015 9:41 pm
 
Jump to forum
Jump to topic

Re: MJ in Shenmue?

Should be replaced with 'Speed Demon'
by ReeceKun
Fri Jan 09, 2015 2:00 pm
 
Jump to forum
Jump to topic

Re: Request: ryo's forklift and motorbike models

This is a VERY strange (and late) Xmas present because I ripped this on Xmas Day and didnt even know it !
http://s7.postimg.org/o7v6i0fcr/ryo_Tposed.png

PM me with your email and I will send it to you.

I seriously don't remember trying to rip ryo on xmas day ( dont think I was THAT drunk) but whats stranger is I really dont remember using 'DX Ripper133' .
Normally I would just use 3D Ripper DX181 (ninja Ripper is the new name of DX ripper133)
I have a vauge recollection that It worked with Milkshape and so tried it because I had it.

What probabally happened is I imported the models into Milkshape and it showed this crap.
http://s11.postimg.org/dwv9q2nr7/crap.jpg
I now know this is what happens when you try to import too many objects into Milkshape at one time.

So I had a look with Noesis this evening (which ive never used before) and saw this.
http://s28.postimg.org/y0cexdlxp/tpose_No_I.jpg

I exported each bodypart into OBJ via Noesis and combined them in 3DS max,
I just dragged and dropped the correct texture file onto RYO there you have it !
Ready for a proper rigging.

ADDITIONAL INFO ABOUT RIPPING

Ninja Ripper is tricky to use (only seems to work with 3ds max and the UVs have strange settings)

I got dxrip133 to work with Sega&Sonic Transformed by using the 'advanced method' by renming and pasting the d3d9.dll and settings.ini into the EXE folder,
THIS WONT WORK ON 'Sega All stars1' because it uses its own settings.ini for graphics setup.
So I assume I must have used the dxrip133 Injector to capture This T-posed Ryo ( I wasnt even trying to get a T-pose lol ) and I cant remember if I used Xp/XpMode or Win 7.
by ReeceKun
Thu Jan 15, 2015 10:16 pm
 
Jump to forum
Jump to topic

Re: Request: ryo's forklift and motorbike models

Esppiral wrote:Please share :)

Sent

Im gonna work on making a naked ryo now ;) (with a fundoshi perhaps )
by ReeceKun
Fri Jan 16, 2015 6:17 am
 
Jump to forum
Jump to topic

Shenmue Scrolls

Main Shenmue Scrolls Thread
viewtopic.php?f=37&t=48824
by ReeceKun
Sun Jan 18, 2015 11:46 am
 
Jump to forum
Jump to topic

Re: Release: Shenmue Beta with All Playable Beta Maps

OMG i just ran the entire distance of Wish Road and it was AMAZING (took AGES===SEGA)

Please add 'Remove/Detach Memory Card (in NullDC too) to the instructions and also to 'press start'

I spent ages getting it to work, but then I saw your youtube video

Nice View of the Shrine
http://s4.postimg.org/kfp3nyjct/BETASHRINE.png

And I thought the Yamamoto house didnt exist in the beta map
http://s1.postimg.org/qov27lccf/BETA_YAMAMOTO_HOUSE.png

Perhaps oneday a GTA map (I ripped the complete model)
http://s14.postimg.org/z2esancfl/WISHROADBETA.png
by ReeceKun
Wed Feb 04, 2015 10:12 am
 
Jump to forum
Jump to topic

Re: Do you know where...what the heck?

Cute, I'm also tempted to make a 3D model of Ryo in a diaper (hehe)
by ReeceKun
Fri Feb 06, 2015 3:54 pm
 
Jump to forum
Jump to topic

Re: HELP Winning can textures?

Does anyone, by chance, have the textures for Bellwoods Coffee and Jet Soda?

EDIT:
If you want objects I would recommend you download a CDI of Shenmue and use 'pvr dissector' on every file to find objects (and/or then use YMT5 ripper to get a model rip)

http://s24.postimg.org/4v3q5m11h/bellcafe.png

http://s12.postimg.org/6j7xh3arx/jet.png

http://s2.postimg.org/kc7haddo9/sprite.png

http://s14.postimg.org/lc1vcf45t/orqange.png

http://s11.postimg.org/41ze1dgub/fanto.png

http://s30.postimg.org/lu4nhdug1/Jet_Cola.png

http://s7.postimg.org/e9jv6s6vv/cuke.png

http://s30.postimg.org/vhcr4uctd/grape.png

http://s11.postimg.org/4qcty24xv/fantg.png
by ReeceKun
Wed Feb 18, 2015 4:06 pm
 
Jump to forum
Jump to topic

Skyrim Shenmue Comparison: Skymue

will update eventually
by ReeceKun
Sun Mar 08, 2015 12:46 pm
 
Jump to forum
Jump to topic

Re: RELEASE: Shenmue Exploration Mod V 1.2 UPDATED

I just had a thought , would it be possible to explore 'Shenhua's Intro' area ??
It would be cool because the area is HUGE!
http://s23.postimg.org/lz4jic0i1/HUGEINTRO.png

There are also minor differences to the Hazuki Residence in LanDi Introduction, but since these are stored differently within AFS files and are technically just used as animation cutscene sequences It would be understandable if it wasnt possible but if anyone can figure it out it would be you

Thankyou dah'ling
x
by ReeceKun
Wed Mar 25, 2015 12:27 pm
 
Jump to forum
Jump to topic

Re: Shenmue500K Mod

The overall problem (in my opinion) with Shenmue Textures is that:
Shenmue 1 textures are too dirty
Shenmue 2 textures are too clean
by ReeceKun
Sat Apr 04, 2015 5:02 pm
 
Jump to forum
Jump to topic

Re: A new converter for Shenmue geometry including textures

Nice. If you need some help fixing up the textures i would be happy to lend a hand

well at some point i was going to ask for help gathering a HD texture archive

but for now I will just merge all the existing models together

then Update them (where needed, some 2D to 3D upgrades)

Then HD texture them

Then release the models (for people to mod and animate etc)

Then I will import them into skyrim (and/or make some parody animations)

Then UPGRADE the them as discussed here:

Dobuita Upgrades
http://www.shenmuedojo.net/forum/viewtopic.php?f=37&t=46619

http://s30.postimg.org/ui3cuxxoh/n06s.jpg

Hazuki House Upgrades (Beta House Merge & a Bathroom or Bath house )
http://www.shenmuedojo.net/forum/viewtopic.php?f=37&t=46504

Then If im not bored by this point create some sort of playable game, instead of just an exploration mod

Many many many Thanks to hellwig74 & Yazgoo

FYI I installed the ColladaDAE importer for 3ds max 2009
all models need face flipping & rotating (obj import usually has a section to do this before import but dae is fine)
by ReeceKun
Wed Dec 03, 2014 7:39 pm
 
Jump to forum
Jump to topic

Re: A new converter for Shenmue geometry including textures


Would be nice if someone could organize the models by folder and release them publicly so no one has to rip the models manually.

This is exactly what im doing, I'm not sure if hellwig74 is ever going to return, BUT other than unpacking 'extracted' PKS/PKF files, its not much different to YMT5 ripper which still remains an important Tool.

My biggest frustration with MT5Converter is if it detects a single thing wrong it will crash , and it usually crashes at the texture uv mapping stage. I know MT5 Converter rips more model data than YMT5 ripper (and YMT5 sucks at getting all the textures too) I would be happy with just the base model data instead of the program crashing and outputting nothing.

However between MT5Converter , YMT5 ripper & 3d Ripper DX I have all the tools to rip everything, It will just take a bit longer than just using 1 program to magically rip everything perfectly placed and perfectly textured.
(Note:MT5Converter Scale is exactly 3937% bigger than YMT5 models, this helps to combine meshes)


I also have a good idea to rip the NPC characters (however they all all need combining into a single mesh and not overlapping bodyparts)
by ReeceKun
Fri Jan 30, 2015 5:19 am
 
Jump to forum
Jump to topic

Re: Shenmue HD Map Recreation - Development Blog

Ever wondered what kind of underwear Ryo wears ?
Image

I was tempted to go for a traditional fundoshi/loincloth but it was the early 1980s and Boxers in Japan became all the rage.
by ReeceKun
Wed Aug 19, 2015 1:11 pm
 
Jump to forum
Jump to topic

Shenmue Scrolls Skyrim Mod - Development Blog

http://media.moddb.com/images/mods/1/28/27950/newscroll2.png
Currently back in production , this is an older thread and I have deleted outdated information from my other posts.
I will create a new thread when I have something substantial (and awesome) to show.

Skyrim is great game engine to recreate the Shenmue Game Environment

3rd & 1st Person View
http://s19.postimg.org/89olv5khf/shen3rd.jpg

Dialogue & Character Interactions
http://s19.postimg.org/mc5xwe0hf/Dialogue.jpg

Object Inventory & Inspection
http://s19.postimg.org/fx2blz4dv/INSPECT.jpg

24 Hour Game Clock & Timed Events
http://s19.postimg.org/7qabueeb7/TIME.jpg

NPC Daily Routines
http://s19.postimg.org/l5xcjumsz/SWEEPING.jpg

Dynamic Changing Weather
http://s19.postimg.org/kf4me2kfn/WEATHER.jpg

Barter Purchase & Selling
http://s19.postimg.org/aobw1ubcj/SHOP.jpg

On the downside Physical Combat is limited to 'Punching' . While the Melee & Magic Combat in Skyrim is very good, I would not want to see Ryo or any character going on a rampage. That doesn't mean Ryo can't go off hunting or fight some Japanese Demons

http://s1.postimg.org/ivf9sqjzj/hunting.jpg
by ReeceKun
Mon Jul 27, 2015 2:22 am
 
Jump to forum
Jump to topic

2015 Thoughts On MT5/MT7 Model Structure (Unkown Factors)

I came across a perplexing conundrum today and it might explain something to do with why MT5 model extraction has been so difficult. And why textures are never 100% placed (Even when using 3D Ripper DX)

Today I was wondering if I should try to preserve the original texture placement while im re-modeling.

Ingame the Road Texture looks like this, NOTE: The Road Texture is Mirrored
http://s24.postimg.org/l7bktfd6d/i_NGAME.jpg

But In 3ds max although the correct texture is applied it looks like this
http://s24.postimg.org/skvk64mlx/3dsmax.jpg

This is a Model from Mafia NOTE: The Polygons are Mirrored
http://s13.postimg.org/50dvt1jon/mafia.jpg

This is How UV Maps are apllied to Models
http://s18.postimg.org/797q2glyx/UVmapping.jpg

UNLESS I am a complete moron (which is possible) I can not Tell 3DS Max to Mirror the texture at an abitary midway point. WHICH CAN ONLY MEAN That the people who designed the MT5 structure were utterly brilliant. They found a way to MINIMISE Polygon count by including information 'somewhere' (In the MT5?) That tells the Shenmue Game Engine To create this Mirrored effect , which could explain why the MT5 has been so difficult to analise. IT ALSO MEANS that even IF a 100% Model Extractor was created The Textures would NEVER render as seen ingame in any 3D Modeling Program

Personally since I will be applying new textures all I need is the Model Data and with a few minor exceptions I already have. I feel its worth noting these kind of thoughts anyway if it helps future model extractors (or just gets people interested in having a go)

Also when you compare the MT5 Pheonix Mirror In Shenmue 1 with the MT7 Pheonix Mirror in Shenmue 2 in Hex Workshop, Although they are slightly different it looks like there is alot of similar data, so I would request that even if non textured Models could be extracted it would be a HUGE help for us all

IF I am just talking crap I will happily re-edit and or delete this thread
by ReeceKun
Sat Aug 01, 2015 5:39 am
 
Jump to forum
Jump to topic

Re: Shenmue HD Map Recreation - Development Blog

In-Game View [Skyrim World Model Test Placement)
http://s22.postimg.org/6rzryp2ch/2015_08_18_00001.jpg

http://s30.postimg.org/mdybv4g5t/2015_08_18_00002.jpg

In-Game View ('Blank' World Model Test Placement)
http://s21.postimg.org/h2kfil2cn/construct.png
by ReeceKun
Sat Aug 01, 2015 8:04 pm
 
Jump to forum
Jump to topic

Re: 2015 Thoughts On MT5/MT7 Model Structure (Unkown Factors

Im just gonna paste this here:
http://s19.postimg.org/79n24osfn/mt5_structure.png
SHENMUE 1 MT5 CONVERSION SOUCRES (For anyone with Model Extraction Knowlege)
Yazgoo's (Mainly works with individual MT5s)
https://github.com/yazgoo/mt5_extraction_tools
Hellwig's (Mainly works with MAP files found in compressed PKF/PKS)
https://github.com/hellwig/shencon

I understand the basics of what your saying and this kind of mirroring is certainly outdated (and i think the classic tomb raiders used the same form of texturing because they didnt use UV maps at all) I think expecting someone to go even further to support this mirroring is a bit too much to ask.

What would be great (especially with MT7/Shenmue Extraction) Is for a ripper to simply identify each polygon and coordinate location for each model and convert them into OBJ (since I dont need UV maps) even if models outputted hundereds of polygon objects they could still be merged in 3ds Max afterwards.
I have already started the basics of looking at model formats in Hex to identify 3D structures but It will be some time before I learn to make a program to extract them

I'm convinced MT5Converter can get all the model structure data from all models now, but it basically refuses to convert if it gets confused at the texture stage, IF someone understands the sources and can bypass the UV texture stage alltogether It would save me a lot of time
by ReeceKun
Sat Aug 01, 2015 1:57 pm
 
Jump to forum
Jump to topic

Re: 2015 Thoughts On MT5/MT7 Model Structure (Unkown Factors

I've been getting some amazing rips today
http://s28.postimg.org/zee8xrhm5/char.png
It might not seem amazing but each mesh was output in the right position

When I see stuff like this It really depresses me how close MT5 conversion is to getting everything 100%, it just needs some tweeking , I cant really speculate on MT5 structure but you'd think that the files that convert better (or more complete) would reveal 'what works' when you compare the structure with files that dont.

http://s27.postimg.org/swz2ii2n7/comp.jpg
This is a comparison of The same 2 models (Character Above) but from different game folders, The structure is identical up untill the Texture Stage , One works in MT5Converter but the other Crashes when it gets to the texture stage. YMT5 will convert both but the end result is all fudged up. I have sooo much stuff to do , but hopefully I can use this comparison info to get all the characters to convert , I only really need their faces (since their body structure is ancient and obsolete) and im sure plenty of characters use the same base model

EDIT: Having said that all of the 'Character' faces do convert properly , Its just the 'Street' NPCs that have a different Facial Animation (Mesh Swap) to talk, so Their Mouth Flap is usually Fudged because their are muliple mouth meshes (they swap to talk)
by ReeceKun
Tue Aug 04, 2015 10:56 pm
 
Jump to forum
Jump to topic

Re: Shenmue, character models, locations etc.

The plugin does not work for me, anytime I run the script it says "Python script fail, look in the console for now..."

Usually its because you have the wrong versions of Blender &/or Python
The Script says Blender 2.48
http://download.blender.org/release/Blender2.48/
And python 2.5.2
https://www.python.org/downloads/windows/

not whatever the latest versions are... just another reason for me to hate blender ](*,)

I contacted Dusan on TR forums and asked for the 3ds max version but got no reply
by ReeceKun
Tue Aug 11, 2015 3:47 pm
 
Jump to forum
Jump to topic

Re: Shenmue HD Map Recreation - Development Blog

A stranger arrives from a distant land looking for a job... he was told there was work at the harbour.

Image
by ReeceKun
Tue Aug 18, 2015 7:56 am
 
Jump to forum
Jump to topic

Re: Interface icons in transparent png

These are the original sprites (they need to be flipped)

http://s10.postimg.org/vsym3pq15/image.png

http://s1.postimg.org/kyj2cq4yz/image.png

http://s17.postimg.org/qqmnwqrhb/image.png

http://s9.postimg.org/4w9jgqaqj/image.png

http://s15.postimg.org/9uklokuqv/image.png

http://s22.postimg.org/5xegu9t7x/image.png
by ReeceKun
Sat Sep 12, 2015 7:01 pm
 
Jump to forum
Jump to topic

Re: Shenmue 1080p

Something I've been working on for Back to the Future Day (21st Oct 2015)
Image

In 2002 Ryo went to 2017 , we will catch up with him soon !
by ReeceKun
Wed Oct 07, 2015 1:18 pm
 
Jump to forum
Jump to topic

Re: Community Projects Random Thoughts

the website needs a new Header image .. Ryo's plaster is on the wrong side of his face ^
by ReeceKun
Sun Oct 11, 2015 8:40 pm
 
Jump to forum
Jump to topic

Re: Community Projects Random Thoughts

About Shenmue I modding/reverse-engineering: I wonder if (or have a hunch that) MAPINFO.BIN files have compressed data in some parts of them; specifically the part/information about the structure of the area [(buildings, floors, roads etc) models and their coordinates, textures etc). Otherwise, it doesn't make sense. If so, one has to find out which compression/decompression algorithm has been used.

My Guess is yes parts are compressed , but the information should relate to where models coordinates are and where doors and interactive objects are triggered Lamp Lights & meshswap on evening windows etc (texture coordinate location is stored within the MT5s and Im colision data is stored in the col files)
http://i.imgur.com/A81GgmB.png

I realised that the PKS/PKF were compressed when looking at the files in HEX data visualiser (very useful) I was just lucky that they could be extracted with winrar , later the new MT5 Converter and Unpacker were released which decompresses perfectly with names n such.

I really havent looked into mapinfo files because at the moment they are stored in my 'useless folder' having said that if winrar can open the compressed PKS/PKF I cant imagine the compression used is that difficult , If i didnt have so much to do my next step would be to look into existing QuickBMS scripts and Xentax chatter
x

ALSO I dunno if its new but I just Extracted a COLD.Bin with the MT5Unpacker .. has more bins inside
by ReeceKun
Tue Oct 13, 2015 2:21 pm
 
Jump to forum
Jump to topic

Re: Shenmue, character models, locations etc.

With all this ripping and exporting... does any of it export the animations in a usable format?

We can only just get all the models , ripping 'bone and animation' data is a completely different level of exporting. The only realistic way of recreating animations is to take multiple model still frames and use them as a guide to reanimate re-rigged characters (personally I would make remake them from still frame images rather than ripping countless frames of mesh data)
by ReeceKun
Mon Dec 14, 2015 5:49 pm
 
Jump to forum
Jump to topic

Re: Nocon Kid visits Dobuits St. in Yokosuka (Facebook Photo

I've spent hours on google street view exploring the entire surrounding areas of Dobuita Street

Image
by ReeceKun
Fri Dec 25, 2015 3:16 am
 
Jump to forum
Jump to topic

Re: Shenmue Modding Knowledge

THANK YOU !
http://s19.postimg.org/mv9w54rn7/NOZBOX.png
'Nozomi in Box , Nozomi In a cardboard box'

HexEditing in general turns my brain to mush , (trying to understand what points backwards forwards bite reference garbage etc.)
I do appreciate peoples help and they will be thanked when my projects are released, Shengoro I dunno what problems youve been having with the community but your motivation should come from helping the 'Legacy Of Shenmue' for Everyone not just for nice comments. A few times now I've mentioned a few things and you have said 'Ive known about that for years' just implies that you are withholding helpful information that could be fun for shenmue fans now.

Regarding the MAPS , I can change the 0000.MAP.MT5 to any single MT5, it would be helpful (basically less time consuming) if I could load more than 1.Map.MT5 (for my uses their coordinates wouldnt need to be altered)

I'm not going to attempt to figure this out myself , It would be quicker for me to just load all the MT5s individually, than It would copying and pasting HEX and then trying to rechange all the pointers and messed up offsets. IF i wanted to create Shenmue Game Mods I would spend more time learning about MapInfos, how to HexEdit etc , but I dont.
Fun things are on the way !
by ReeceKun
Tue Dec 29, 2015 10:03 pm
 
Jump to forum
Jump to topic
Powered by phpBB © 2000-
ShenmueDojo.net