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Re: Shenmue 1080p

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you also need to use texmod to remove hud
by wude
Sun Sep 02, 2012 6:37 pm
 
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Re: Shenmue 1080p

hey guys, I'm new here, but I've been a shenmue fan for a long time :mrgreen:
I managed to take a pretty cool screenshot of the harbor in 1080p with nulldc
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by HK_47
Tue Aug 14, 2012 8:43 pm
 
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Re: Shenmue 1080p

Good work on these, wude! Really nice scenes!

My lame re-visit of the game-you. Still not happy with the fluorescent lights.

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by Master Kyodai
Thu Jul 05, 2012 5:18 pm
 
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Re: Shenmue 1080p

Mitsuru Kumeta (very detailed npc, looks almost like a yakuza character)
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by wude
Mon Aug 06, 2012 6:16 pm
 
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Re: Shenmue 1080p

Early morning delivaries

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by wdrpgwd
Sun Sep 09, 2012 5:45 pm
 
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A new converter for Shenmue geometry including textures

Hi,

cleaning up the basement I found my old Dreamcast and started to play Shenmue (I never finished it in 2000).
It made me think about the engine and suddenly I was in the middle of writing a reader for the geometry files to export them to a documented format. Using the knowledge already collected I made good progress and I'm ready to give a first preview.

http://spole.cebix.net/TravelAgency.jpg

The prototype exports the MT5 models to a Blender compatible Collada import file (.dae).
All the object hierachy is preserved, it´s possible to move individual coke can, tables, ...
The texture maps are UV mapped and automatically converted to png files.
Right now only triangle strip primitives are supported.
All the objects are exported as opaque using a single material. Further reversing is necessary to handle the materials in the right way. Handling of flat shaded, Gouraud shaded and Gouraud textured objects is also lacking. Transparent and punchthrough texture nearly work.
For the sake of a good screenshot I manually added transparency to the scene.

Some objects are turned on and off depending on the gamestate (Coke can closed/open).

Here are the binaries for Win7 (64bit).
To get things running first download http://spole.cebix.net/Unpacker.exe and http://spole.cebix.net/MT5Converter.exe .
Unpack the PKF and PKS files using 7zip.
Run Unpacker on both files.
Unpacker.exe MPK00.PKF
Unpacker.exe MPK00.PKS
Call MT5Converter on the model file
MT5Converter.exe MAP.MAPM map.dae
Import the map.dae file into Blender and add a camera and lights.

Source will follow as soon as the program is more feature complete and stable.

Enjoy!
Marc
by hellwig74
Fri Nov 14, 2014 8:51 am
 
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Re: A new converter for Shenmue geometry including textures

Hi,

thanks for the nice welcome !

In principle the converter is able to translate all MT5 files into Collada files (characters and maps). I just selected a random file of medium complexity to work on. Just tell me which files you are interested in and I'll concentrate on gettings these files to work. My first contact to Shenmue files on the file system level was less than two weeks ago so I'm still clueless how they are organized and I'm a noob in playing (I love it so far).

I'll upload a new version soon that also handles a larger number of files without crashing. Most of the files I checked look good. Transparency is now supported but the Blender import filter is not feature complete and the alpha settings inside blender are not set in the right way. I have to check whether the 3D Studio Max Importer works better.

Linux is my native operating system so offering a Linux version is a pleasure for me (dependencies on libpng and zlib).

The MT7 format is very similar to MT5. They just improved the format a bit. As soon as I'm happy with the results for the MT5 files, I'll add support for MT7 files.

I guess I can upload the source code in about a month. My goal is to parse at least the material properties and to figure out how the maps fit together (basic city topology of Dobuita is stored in 5 different files, the details of the individual stores and the moveable doors are saved in other mt5 containers). Reading the animation files and rigging the character models automatically would be my dream ;-)

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

Cheers
Marc
by hellwig74
Mon Nov 17, 2014 8:33 am
 
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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
 
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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
 
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