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.
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.
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Unpacker.exe MPK00.PKF
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Unpacker.exe MPK00.PKS
Call MT5Converter on the model file
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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