A new converter for Shenmue geometry including textures

(Modding and other series related projects)

Re: A new converter for Shenmue geometry including textures

Postby ShenmueTree » Tue Dec 02, 2014 9:47 pm

ReeceKun wrote:
ShenmueTree wrote: Is an importer possible? Think of all the great mods we could make, just replace Dobuita with another city entirely. Or maybe that wouldn't work because of physics or some such but if you can replace models couldn't you theoretically replace all of the models? Hmm.


I dont think an importer is outside the realms of possibility , I just think that the Dreamcast Engine is SO Slow , why bother when Shenmue can now just be imported into another engine (I suppose LA Noir comes close with picking objects up, but I would rather use Skyrim or GTA4)


Just because it'd be neat as hell.

Also, how hard would it be to port the Shenmue script and all events to another engine?
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Re: A new converter for Shenmue geometry including textures

Postby south carmain » Tue Dec 02, 2014 9:56 pm

^i'm not an expert but i think pretty much impossible without having access to the source code of shenmue and the game you want to port it to
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Re: A new converter for Shenmue geometry including textures

Postby ShenmueTree » Tue Dec 02, 2014 10:36 pm

south carmain wrote: ^i'm not an expert but i think pretty much impossible without having access to the source code of shenmue and the game you want to port it to


I'm pretty sure you're correct.
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Re: A new converter for Shenmue geometry including textures

Postby ReeceKun » Wed Dec 03, 2014 7:12 pm

game ON
Image

Dobuita - This is 1 of 22 map 'layers'
(some layers are xmas lights and stuff but the rest is map areas and roads)
Image

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

ReeceKun has received 3 thanks from: Axm, ShenmueTree, south carmain
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Re: A new converter for Shenmue geometry including textures

Postby south carmain » Wed Dec 03, 2014 7:19 pm

Nice. If you need some help fixing up the textures i would be happy to lend a hand
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Re: A new converter for Shenmue geometry including textures

Postby ReeceKun » Wed Dec 03, 2014 7:39 pm

south carmain wrote: 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
viewtopic.php?f=37&t=46619

Image

Hazuki House Upgrades (Beta House Merge & a Bathroom or Bath house )
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)
Last edited by ReeceKun on Wed Dec 03, 2014 7:46 pm, edited 1 time in total.

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Re: A new converter for Shenmue geometry including textures

Postby south carmain » Wed Dec 03, 2014 7:45 pm

I can help with the hd texture gathering. I was planning on doing something similar for shenmue 2 anyway.
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Re: A new converter for Shenmue geometry including textures

Postby ReeceKun » Wed Dec 03, 2014 7:52 pm

south carmain wrote: I can help with the hd texture gathering. I was planning on doing something similar for shenmue 2 anyway.


Shenmue 1 textures are too dirty
Shenmue 2 textures are too clean

Its not really a priority for me at the moment, I want the textures to look the same as the originals just HD , BUT not all the textures are well placed or suitable, most 2D object textures will also be changed into 3D objects

This is an example from my GTA Lost Heaven Project
Image

so no point getting new pharmacy textures when the pharmacy itself has been rebuit :)
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Re: A new converter for Shenmue geometry including textures

Postby south carmain » Wed Dec 03, 2014 7:55 pm

Finding identical textures would be very difficult. I think it would be more realistic to settle for ones that are as close as possible
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Re: A new converter for Shenmue geometry including textures

Postby ReeceKun » Wed Dec 03, 2014 7:57 pm

south carmain wrote: Finding identical textures would be very difficult. I think it would be more realistic to settle for ones that are as close as possible


Im sure there are a few Texture Artists out there , but either way , it can wait
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Re: A new converter for Shenmue geometry including textures

Postby ReeceKun » Thu Dec 25, 2014 11:51 am

MT5 converter works great when unpacking pks/pkf files and converting the map files, but it crashes everytime when trying to convert an MT5 file that contains textures (it seems to handle the object fine but crashes when it gets to the texture files) YMT5 ripper will convert these MT5s but I think Mt5converter would work better and get 'all' the geometry data (and much better texture placement)

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Re: A new converter for Shenmue geometry including textures

Postby Esppiral » Thu Jan 01, 2015 11:31 am

Any progress so far ? :D
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Re: A new converter for Shenmue geometry including textures

Postby south carmain » Fri Jan 02, 2015 2:55 pm

When I try to convert the .MAP files nothing happens. if I convert both .MAP files within a scene at once it looks like it is converting them but then no .dae file appears. Am I doing something wrong here?
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Re: A new converter for Shenmue geometry including textures

Postby shengoro86 » Fri Jan 02, 2015 4:12 pm

Edit: Nevermind I figured it out.
Forgot to extract the pkf/pks with 7zip :mrgreen:
I now have the wanted output dae file!

Image

Thanks!






south carmain wrote: When I try to convert the .MAP files nothing happens. if I convert both .MAP files within a scene at once it looks like it is converting them but then no .dae file appears. Am I doing something wrong here?


Im getting the same issue.

Heres a screen of my terminal and the work folder.
Image

I tested it on Beta Shenmue Disc 3 (ShenDream's CDI) D000 MAP0 pkf/pks pair.

No output file was made which then causes MT5Converter to crash when no input file is given.

This was ran as administrator and permissions were set correctly.
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Re: A new converter for Shenmue geometry including textures

Postby ReeceKun » Fri Jan 02, 2015 6:22 pm

hellwig74 wrote: Hi,
But today I'll concentrate on supporting self contained MT5s (texture and geometry in one file).

Cheers
Marc


I didnt realise when I posted my error that he had already said that it doesnt support self contained MT5s

TBH I find it highly suspicious that he never completed Shenmue lol
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