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Ghost Recon 2: Summit Strike DVDExtras


Zeealex
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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 by Zeealex
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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

 

 

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  • 2 weeks later...
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!

image.png

image.png

 

So the easy part is done at least!

Edited by Zeealex
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image.png

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

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  • 3 weeks later...

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....

 

 

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  • 1 month later...

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 by Zeealex
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All the team (except one) rendered out.

image.png

 

image.png

 

I'm planning on setting them up with their compatible items, like so:

burke_compatible_items.jpg

 

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.

 

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