Post by azu on Aug 10, 2012 13:39:42 GMT -5
I figured a topic would be better.
Thanks to DCxDemo of Xentax, we can convert Sonic Heroes BSP to OBJ.
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Ripping Level Gemotry From Sonic Heroes PC
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Tools
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Stages
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**The stage file name will be sXX.one or stgX.one. XX represents the stage number.
The textures are in the texture folder (duh). The reflect the same name as the stage they're for. (s01.one - s01.txd, s01_indirect.txd)
1.) First, grab the files your gonna use. i.e s01.one, s01.txd (and the other s01 txd files). One you have that, copy them to a folder where you have the ONE Unpacker and PRS Decompressor.
2.) Drag the ONE file on the ONE unpacker. It should unpack the one files and dump the PRS in the same directory.
3.) Double click the prsdec auto.exe file. It will automatically decompress the PRS files. Once it's done, you may delete the PRS files. You should be left with .BIN files.
4.) If you have installed Bulk Utility Rename right click the folder where the BIN files are and hit "Bulk Rename Here". Select the BIN files and change the extension to BSP.
5.) Open bsp2objv021sonic. Do NOT mess with any of the options. Just select tga as your texture format and browser for the BSP and save it as a OBJ. The BSPs you are looking for is ON and ONS, like "S01_ON_01.bsp and S01_ON_01.bsp". It seems to be two parts of the whole mesh.
6.) Open VCTXDViewer and find the matching texture file(s). (i.e If you using stg01.one, you'd use s01.txd and s01_indirect.txd). Go to Eile>Export> Several Images. Export as TGA. Put all the texture files where the BSPs are. Otherwise, Max will ask you where the files are.
7.) Import your objs as max. First import the ON, then the ONS one. For example, I saved mines as S01_ON_01.obj and S01_ONs_01.obj. I'd import S01_ON_01.obj, then S01_ONS_01.obj. If you did everything right, it should look the image below. Assuming you used Seaside Hill as the test.
Anyway, that's pretty much it. I may do a video tutorial on this as well as importing the DFF files. Importing the DFFs is pretty much the same processor. The only extra tools you need is RWAnalyze which can convert Sonic Heroes DFF to GTA3-SA DFFs. Then you can use Kam's Script to import them with the bone and vertex color data/UVs.
Thanks to DCxDemo of Xentax, we can convert Sonic Heroes BSP to OBJ.
--------------------------------------
Ripping Level Gemotry From Sonic Heroes PC
--------------------------------------
Tools
--------------
- Sonic Heroes ONE Unpacker By LightningHedgehog
- Sonic Heroes TXD Unpacker
- Vice TXD Viewer PC (not PS2)
- PRS Decompressor By Nemesis
- BSP2OBJ Sonic Edition By DCxDemo
- 3D Program (3DS Max, Maya, Blender, LightWave, etc)
- Bulk Utility Rename.
Stages
--------------
- s01 - Seaside Hill
- s02 - Ocean Palace
- s03 - Grand Metropolis
- s04 - Power Plant
- stg05 - Casino Park
- stg06 - Bingo Highway
- stg07 - Rail Canyon
- stg08 - Bullet Station
- stg09 - Frog Jungle
- stg10 - Lost Forest
- s11 - Hung Castle
- s12 - Mystic Mansion
- s13 - Egg Fleet
- s14 - Final Fortress
**The stage file name will be sXX.one or stgX.one. XX represents the stage number.
The textures are in the texture folder (duh). The reflect the same name as the stage they're for. (s01.one - s01.txd, s01_indirect.txd)
1.) First, grab the files your gonna use. i.e s01.one, s01.txd (and the other s01 txd files). One you have that, copy them to a folder where you have the ONE Unpacker and PRS Decompressor.
2.) Drag the ONE file on the ONE unpacker. It should unpack the one files and dump the PRS in the same directory.
3.) Double click the prsdec auto.exe file. It will automatically decompress the PRS files. Once it's done, you may delete the PRS files. You should be left with .BIN files.
4.) If you have installed Bulk Utility Rename right click the folder where the BIN files are and hit "Bulk Rename Here". Select the BIN files and change the extension to BSP.
5.) Open bsp2objv021sonic. Do NOT mess with any of the options. Just select tga as your texture format and browser for the BSP and save it as a OBJ. The BSPs you are looking for is ON and ONS, like "S01_ON_01.bsp and S01_ON_01.bsp". It seems to be two parts of the whole mesh.
6.) Open VCTXDViewer and find the matching texture file(s). (i.e If you using stg01.one, you'd use s01.txd and s01_indirect.txd). Go to Eile>Export> Several Images. Export as TGA. Put all the texture files where the BSPs are. Otherwise, Max will ask you where the files are.
7.) Import your objs as max. First import the ON, then the ONS one. For example, I saved mines as S01_ON_01.obj and S01_ONs_01.obj. I'd import S01_ON_01.obj, then S01_ONS_01.obj. If you did everything right, it should look the image below. Assuming you used Seaside Hill as the test.
Anyway, that's pretty much it. I may do a video tutorial on this as well as importing the DFF files. Importing the DFFs is pretty much the same processor. The only extra tools you need is RWAnalyze which can convert Sonic Heroes DFF to GTA3-SA DFFs. Then you can use Kam's Script to import them with the bone and vertex color data/UVs.