Zeealex 742 Posted October 3, 2020 Share Posted October 3, 2020 (edited) Hi All! I know GR2 is the long abandoned red headed step-child of the series. But I've been able to pull out some material from the 'Extras' Section of the game. seeing as the GR2 section is read only, I'll pop it here This for the most part includes concept art, images regarding gear and the Natick Soldier Center Future force warrior concept. Spoiler This should also allude nicely as to what else I'm working on at the moment Go Wild!DOWNLOAD Some of the pulled images below:https://imgur.com/ltsLKaX https://imgur.com/VBPvCrq https://imgur.com/Y6TgZdf https://imgur.com/HG4kvc5 Edited October 3, 2020 by Zeealex 1 1 Quote Link to post Share on other sites
Rocky 1,223 Posted October 4, 2020 Share Posted October 4, 2020 Nice! Yeh I'll upload these. 2 Quote Link to post Share on other sites
Zeealex 742 Posted October 5, 2020 Author Share Posted October 5, 2020 Hijacking my own thread to say it was a busy day yesterday... File Header Location Length Type Description Value 0 1 Int File Length Variable 4-7 4 String/Date XQOB File Header – Contains Date XQOB - 04/03/2005 02:13:44 2 1 Unsigned Int Mesh Count Usually 2, Sometimes 3 (Mitchell) Texture Header Location Length Type Description Value TXTR+1 1 Unsigned Int Texture Index 1 1 TXTR+4 1 Unsigned Int Texture 1 Size 512 TXTR+5 1 Unsigned Int Texture Index 2 2 TXTR+8 1 Unsigned Int Texture 2 Size 512 TXTR+9 1 Unsigned Int TextureCount Typically, 2 16 4 Unsigned Int Section Size for TextureList (In bytes) Variable 36 1 Unsigned Int Texture 1 Name Length (Bytes) Variable Variable 1 Unsigned Int Subsequent Texture Name Lengths occur immediately after Preceding texture name Variable TXTR+12 1 Unsigned Int Possible Vert Count Variable Member Header Location Length Type Description Value MEMB-4 1 Unsigned Int Section Length Variable MEMB+1 1 Unsigned Int Object Count Variable ~232 32 Unsigned Int Unknown Pattern Variable Material Header Location Length Type Description Value MTRL-4 1 Unsigned Int Section Length Variable ~165910 1 Unsigned Int Material Count Variable (Typical) Geometry Header Location Length Type Description Value GEOM-4 1 Unsigned Int Section Length Variable GEOM+25 1 Unsigned Int Possible Vertex Count Variable Mesh Header Location Length Type Description Value MESH-4 1 Unsigned Int Section Length Variable SLIT Location Length Type Description Value SLIT-4 1 Unsigned Int Section Length Variable MDLT Location Length Type Description Value MDLT-4 1 Unsigned Int Section Length Variable 1 2 Quote Link to post Share on other sites
ApexMods 883 Posted October 5, 2020 Share Posted October 5, 2020 Go get‘em girl! 🙂 1 Quote Link to post Share on other sites
Zeealex 742 Posted October 16, 2020 Author Share Posted October 16, 2020 Spoiler Either to losing my mind or figuring this damned file out, I've not found out yet... 1 Quote Link to post Share on other sites
Zeealex 742 Posted October 23, 2020 Author Share Posted October 23, 2020 1 1 Quote Link to post Share on other sites
nyleken 150 Posted October 23, 2020 Share Posted October 23, 2020 I regret selling my old Xbox. Ghost Recon 2 seemed pretty neat. Last Ghost Recon game to use the Red Storm engine, I take it? Quote Link to post Share on other sites
Zeealex 742 Posted October 24, 2020 Author Share Posted October 24, 2020 (edited) 14 hours ago, nyleken said: I regret selling my old Xbox. Ghost Recon 2 seemed pretty neat. Last Ghost Recon game to use the Red Storm engine, I take it? It was indeed, after GR2 Ubi began to use more general-purpose engines such as Diesel and Anvil. So this is the last GR game where we see variations on QOB files. GR2 had some great models and maps, hence why I'm here losing my ###### over these damned files! In other news - The very hacked together program I've written is successfully reading files and providing correct debug information so far! So the easy part is done at least! Edited October 24, 2020 by Zeealex 1 Quote Link to post Share on other sites
nyleken 150 Posted October 24, 2020 Share Posted October 24, 2020 I hope Microsoft makes it backwards compatible for the next-gen Series X|S Quote Link to post Share on other sites
Zeealex 742 Posted October 24, 2020 Author Share Posted October 24, 2020 full backwards compatibility for the original Xbox has been confirmed for the Xbox Series X Quote Link to post Share on other sites
Zeealex 742 Posted October 25, 2020 Author Share Posted October 25, 2020 after a battle that was harder than it should have been, I've finally got the correct data types implemented for the vertices. I just really hope they're the right numbers now 🤔I get the strong impression I may need to use floating point after all, 56 verts seems a little high 2 Quote Link to post Share on other sites
Zeealex 742 Posted November 15, 2020 Author Share Posted November 15, 2020 So after a long time of staring at a mess of Hex. I've realised that yes, I am wrong in the post above. Individual vertex data appears to be as follows for XSKA Files: Bytes Data Type Description 0-12 Float Possible Vertex Coordinates 12-24 Unknown – Likely Float/Int Unknown - Possibly Vertex Normals 24-30 Short Unknown, they are usually either 10, 9, or 0. 30-32 2 Byte String Terminator string 32-44 Float Vertex Colours 44-40 4 Byte String Terminator string XQOB files use 24 Bytes Per Vertex, and XSKA Files use 48 bytes per vertex. The key difference between XQOB and XSKA that I've spotted so far is the XQOB's lack of support for vertex colours The hunt goes on.... 1 Quote Link to post Share on other sites
Zeealex 742 Posted January 3 Author Share Posted January 3 Ayyyy these look like sensible vertex positions! Quote Link to post Share on other sites
Rocky 1,223 Posted January 3 Share Posted January 3 LOL, you go girl. 2 Quote Link to post Share on other sites
Zeealex 742 Posted January 10 Author Share Posted January 10 (edited) So bit of a bump in the road. It's possible that the faces in the model files are triangle-stripped.https://www.wikiwand.com/en/Triangle_strip So trying to figure out an algorithm that will calculate the correct face indices.In other, possibly slightly more exciting news than Zee tearing her hair out over a sequence of barely coherent numbers: I'll be willing to wager, if I can get the tools working and figure out how to get a compatibility layer working for the .xbe file, that a fully moddable PC version of Ghost Recon 2 is possible by porting the Xbox version. Edited January 10 by Zeealex 1 1 Quote Link to post Share on other sites
Zeealex 742 Posted January 10 Author Share Posted January 10 1 Quote Link to post Share on other sites
Zeealex 742 Posted Saturday at 16:09 Author Share Posted Saturday at 16:09 It's almost ready! just got to sort out a small niggle with the object 2 faces not playing nice! 2 Quote Link to post Share on other sites
Zeealex 742 Posted Monday at 22:43 Author Share Posted Monday at 22:43 All the team (except one) rendered out. I'm planning on setting them up with their compatible items, like so: So peeps can make their own loadouts, Burke and Mitchell will likely be the most versatile as they share a lot of the same UV's for their pouches. Not sure on Salvatore & Brown and Foster & Ramirez yet, looks like their pouch set could be cross compatible too. Diaz, Kim and Parker are likely going to be the least compatible. 1 3 Quote Link to post Share on other sites
wombat50 533 Posted yesterday at 03:06 Share Posted yesterday at 03:06 Kudos for being patient and sticking with it. 1 Quote Link to post Share on other sites
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