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OldAgeGamer

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Dont Know but maybe we can convert ps2 yobj to psp version
 

ryokudou

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maybe we can replace the bones system with this
 

ERI619

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dadydodo said:
I saw this about 3 weeks ago,YOBJ format is the same for PS2 and PS3,except the fact that PS3 model has greater no of bones.SYM and HCTP models can be made to work by fixing the bone data and mesh data of the mouth object and the arm object.These are the two parts which has trouble when imported to newer games.
 

ryokudou

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maybe you should share this to everybody who have mastered hex
 

dadydodo

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sorry guys but in graphics I am a loser I don't know what the bone system means or meshes especially maybe I can help with hex fixing but I need to know first an explanation for meshes & bones system
 

ERI619

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dadydodo said:
sorry guys but in graphics I am a loser I don't know what the bone system means or meshes especially maybe I can help with hex fixing but I need to know first an explanation for meshes & bones system
A bone system - aka skeletal system - is a technique used to create skeletal animations. A skeletal animation consists of a skin mesh and an associated bone structure, so moving a bone will move the associated vertices of the mesh, exactly as happens in reality: we each have a skeletal structure with muscles and skin on it.

This kind of system involves some elements:
The object mesh (usually you can use a single mesh, but also more than one)
Using weighted vertexes
A skeleton for the mesh, composed by a hierarchy of
Bones
Joints
The mesh is connected with the skeleton. Each vertex of the mesh is associated to a bone (or more than one) and has a weight, which means how much bone movement affects the vertex movement. Each bone in the skeleton is connected to two joints, and each joint is connected to at least one bone. When you have to do an animation, just pre-calculate the key-positions of your skeleton (maybe with a 3D editing program, like Blender or MaYa), then create an algorithm that calculate interpolation between movements. Finally, just apply the interpolation of the vertices basing your calculations on the vertex weights and bone hierarchy.

Model_example.png


The act of connecting a mesh to a bone structure is called "skinning". When you apply a skin you should also define vertex weights for each bone. Usually this is done in the 3D modeling software (I love Blender, and it allows you to do this), then you can export the mesh with weighted vertices, bones and textures (if you need to). Sometimes, programs allow you to import a pre-made skeletal structure, then you can build your mesh around it. This is common with highly-customizable games. For example, if you want to build your own character in UT/Quake, just open the default skeletal structure with a modeling program (like MilkShape 3D, which comes with importer/exporter and pre-made skeletal structures), build your model around it, and export the mesh for the game you want to mod. As you can see, it's easy to make new characters with a bone system: just create a mesh and associate the vertices.
 

HARDX36

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this was also posted on xentax forum long time ago

<blockquote class='quote\\_blockquote'><dl><dt>Quote:</dt><dd> </dd></dl><div>
YOBJ files

(Magic Header -- 8 bytes)
char magic[4];
int fileSize1; //(less POFO section)

(Data Header -- 72 bytes)
int null1;
int fileSize2; //(same as above)
int null2;
int null3;
int numBlockHeaders;
int numBones;
int numMaterials;
int constant1; //(always 64)
int boneOffset; //(offset from Data Header start)
int matNamesOffset; //(offset from Data Header start)
int meshNamesOffset; //(offset from Data Header start)
int constant2; //(always 1)
int null4;
int null5;
int null6;
int null7;

(Block Header -- 64 bytes)
int numHeaders;
int numMeshesInBlock;
int blockStartOffset; //(offset from Data Header start)
int blockEndOffset; //(offset from Data Header start)
int null1;
int constant1; //(always 1)
int vertexStartOffset; //(offset from Data Header start)
int vertexEndOffset; //(offset from Data Header start)
int num??;
int num??;
int num??
int null2;
float unknown1;
float unknown2;
float unknown3;
float unknown4;

(MeshBlockHeader -- 32 bytes * numMeshesInBlock)
int numVertices; //(vertices are 16 bytes each)
int num??;
int verticesOffset;
int ??Offset;
int unknown1;
int unknown2;
int unknown3;
int unknown4;
[/quote]
 

ryokudou

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i don't know how i do this but i change lesnar right leg bones/mesh ^o)
2qb89qx.jpg
 

dadydodo

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good work ryokudou just try to write anything about it
aksi ERI619 the 3dmax I have is 2012 version the plug-in works only on 2010 ,2011 ver
 

ryokudou

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it work like importing move (i think) since HARDX36 already post about the header i think we can try it.
but i still don't know which one is header,mesh or bones
this is my first speculation
i3eaoi.jpg

fw2uv.jpg

this hex editing level is out of my level i'm afraid i can't help it anymore :(
and bones/mesh splited to 6 part and have their own header :toast:
right leg
left leg
body
right arm
left arm
face/mouth
 

HARDX36

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well i also tried on the bones and i think fixing the mouth on hctp model are going to be impossible or at least very hard



i replaced lesnar mouth bones with the jericho svr09 model bones for the mouth and that happend
 

ryokudou

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maybe we should replace the entire bones/maybe we replace the wrong file we replace mesh not bones. just speculation :)
 

dadydodo

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If it's about hexing I think I can do it as soon as I understand it
ryokudou you say that it works like importing & exporting moves let me tell u something brother
the easiest thing for me in hacking svr is importing & exporting moves so just give me any details u might understand because I open yobj in hex and can't deal with it in any thing (according to hardx36 post) the only things I knew is on the first line contains the size from 8 to the begin of (pof word) and on the second line the first byte always the count of the textures txc files nothing more so I need to understand thee header that you pictured (where is the offset -the size of the file -the begin & the end ) and I will try to work on it
 

ryokudou

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no i mean import move is import entrance move, well if not i'm sorry i don't really that good at hexing
 
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