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  1. kion

    Xj Conversion Notes

    Not much to look at, but I at least have a working draft working for the xj file type: https://github.com/seiche/Ninja-Lib/blo ... _Format.md
  2. kion

    Xj Conversion Notes

    Some not very surprising but kind of encouraging. I've played around with nj and played around with xj. There are something aspects of each file type that I know more than the other, but I realized I haven't spent a lot of time comparing the two. So I parsed the saber.nj from pso v2 and saber.xj...
  3. kion

    Xj Conversion Notes

    Another go at the nj file type with readme and highlighting.
  4. kion

    Xj Conversion Notes

    Okay thanks, I'll check it out. Also started on a readme for ".nj". I'll try to add the last two stucts (or at least what I know about them) when I get home tonight. https://github.com/seiche/Ninja-Lib/blo ... Format.txt
  5. kion

    Xj Conversion Notes

    Link?
  6. kion

    Xj Conversion Notes

    Yeah, I'll make a readme file for these. It helps me organize my thoughts by making a video trying to describe this to someone else, as opposed to trying to write a readme out of the blue. Also I wish i had a hex editor with a highlight function like in word (pink, blue, yellow, etc) to outline...
  7. kion

    Xj Conversion Notes

    Not really no, if i can export the models, effects and animations for the maps can be implemented with Unity. Next episode: NJ for anyone interested. ]
  8. kion

    Xj Conversion Notes

    My only interest in maps is parsing out and exporting the models. I'm trying to make videos and share information like this, so if there's any other modification or changes other people want to implement, the information, or at least a starting point is there.
  9. kion

    Xj Conversion Notes

    This video turned out about as badly as I expected it. Haven't written up a readme file for the n.rel map files yet, but I wanted to try and make a quick tutorial, at least partially describing the format and how to go about breaking it down and analyzing it. I think i should go back and make...
  10. kion

    Xj Conversion Notes

    So some good news and some painfully obvious news that is going to surprise no one. First the painfully obvious news. I went back to look at Sega's Ninja Chunk Model documentation in the Katana SDK to confirm that it is utterly and completely wrong. Go figure. As far as good news goes, I...
  11. kion

    Xj Conversion Notes

    Started writing up some documentation to track progress. Link. If anyone has any information or changes they want to mention let me know.
  12. kion

    Xj Conversion Notes

    The relation is hard to see in a 2d image. Here is the output for the models: link. In the zip is a write out of the first two nodes of the pwand. "applied.obj" has translation and rotation applied. You can see how 6 units in the z axis messed everything up. "default.obj" has nothing applied...
  13. kion

    Xj Conversion Notes

    I didn't notice anything that stood out in the n.rel file, but then again I didn't look into the animation part very much. The file has two sets of vertex groups, A which contains the model and a minimal B, which Schthack in his program comments said might be the animation. Though in the map...
  14. kion

    Xj Conversion Notes

    I'm amazed at my ability to disappoint modders. Ideally I think there are better options than bending over backwards to writing custom tools for a closed source binary with no possibility of modifying the code. My main focus is exporting assets, but I'm making everything open source and...
  15. kion

    Xj Conversion Notes

    I was super sour about the model viewer not being open source. It displays njm2 animations and .xj models, Both of which were pretty high on my priorities. I managed to convert njm2 to njm, so being able to export xj would be a plus. Writing this here so I have something to refer to. Node id...
  16. kion

    Xj Conversion Notes

    You're pretty sour about those map animations. Now that I think about it though, animations might not be too difficult. One of my issues is that I'm not very familiar with the .nj file type and .xj actually makes more sense to me at the moment. But for the Dreamcast and Version 2 on PC, models...
  17. kion

    Xj Conversion Notes

    Sorry for the lack of any kind of coding style. My main focus is mostly to playing around with different files, so it's a massive mess of bodged code. I published ninja-lib on npm for functions that are more stable, and I'm trying to make steps to migrate more over to npm once they work. For now...
  18. kion

    Xj Conversion Notes

    Well.... fuck. At least I figured out rotation, which I was stuck on how to convert Sega's int's into an angle. Then I realized that most of the rotations are probably going to be 90 degrees. So I took one of the given values, 16384, set that as 90, and it worked. Now I need to figure out this...
  19. kion

    Schthack map viewer ported to Nodejs

    Spent today looking at Pso Version 1 n.rel stage files. It's kind of confusing, I'm going to try writing out everything I know so far to try and have something to refer back to. Maybe this will help someone else. I'm going to be using "map_boss03an.rel" as an example since it's only about a kb...
  20. kion

    Xj Conversion Notes

    Program name is in the upper left hand corner of the picture . 3D Builder, i think it's default in Windows 8, 10.
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