Madden 3D Models Thread

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StingRay68
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Re: Madden 3D Models Thread

Postby StingRay68 » Wed Mar 08, 2017 8:41 am

playermodelheader.jpg
playermodelheader.jpg (80.01 KiB) Viewed 2056 times


Player model header. There are 3 sections in the tmdl that are pretty much exclusive to the models of people.
Skel seems like it is defining names of the subparts for the entire model, there is some other data in here too but it's likely not animation.
Swap - maybe this is listing the textures that are used with the model since they are not included in the model file. Not sure.
Clst - absolutely no idea other than there is one 32bit value for each "shape" in the model.

If you intend on being able to alter the player models, it is probably going to take a team of people working on it.

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trey31
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Re: Madden 3D Models Thread

Postby trey31 » Wed Mar 08, 2017 11:45 am

StingRay68 wrote:playermodelheader.jpg

Player model header. There are 3 sections in the tmdl that are pretty much exclusive to the models of people.
Skel seems like it is defining names of the subparts for the entire model, there is some other data in here too but it's likely not animation.
Swap - maybe this is listing the textures that are used with the model since they are not included in the model file. Not sure.
Clst - absolutely no idea other than there is one 32bit value for each "shape" in the model.

If you intend on being able to alter the player models, it is probably going to take a team of people working on it.


Even if I had data for skel, swap, and clst I'd have no clue what to do with it in regards to building .obj files out of the geometry values. I don't see any way to edit or modify skel values, or the others, nor do I see a reason to do so.


StingRay68 wrote:Most everything stored in dats is all binary. The tmdl geometry is stored as 32bit floats.


I still can't wrap my head around converting the 32 bit floats into decimal values. Is MoRE using IEEE 754 to convert the geometry values to display as decimal?

As far as opening a tmdl player model file directly with an editing software, editing it, saving it, and then seeing any changes made in-game... I don't think that is a realistic goal. However, if I converted the geometry values of a specific part of a model, like the hand model for instance, into an .obj file, opened that in 3DS or Blender, edited it, saved it, and then replaced those new .obj values in the tmdl, I don't see why that couldn't work. Somewhat similar to the way MoRE can enlarge the NFL shield on the field for example (albeit much more complicated).

I am fairly certain I couldn't add new geometry points, but I should be able to change the values of the existing ones with that approach.
My M08 mod work is all open-source to anyone who wants to use it in any way, no restrictions or permissions necessary.

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StingRay68
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Re: Madden 3D Models Thread

Postby StingRay68 » Wed Mar 08, 2017 2:31 pm

trey31 wrote:I still can't wrap my head around converting the 32 bit floats into decimal values. Is MoRE using IEEE 754 to convert the geometry values to display as decimal?


It isn't displayed as a decimal, it's displayed as a float. A float (32bit) is just less accurate than a decimal (128bit?)

trey31 wrote:As far as opening a tmdl player model file directly with an editing software, editing it, saving it, and then seeing any changes made in-game... I don't think that is a realistic goal. However, if I converted the geometry values of a specific part of a model, like the hand model for instance, into an .obj file, opened that in 3DS or Blender, edited it, saved it, and then replaced those new .obj values in the tmdl, I don't see why that couldn't work. Somewhat similar to the way MoRE can enlarge the NFL shield on the field for example (albeit much more complicated).
I am fairly certain I couldn't add new geometry points, but I should be able to change the values of the existing ones with that approach.


Ok, changing existing coordinates is going to happen a lot sooner than being able to add/remove coordinates.
If you have something that will store the coordinates as csv formatted x y z values, that is doable. I am not going to try and add support for reading any given 3d modeling program though...too much work.

I updated MoRE, so you have your export csv now. Don't count on this being correct for player models though.

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Re: Madden 3D Models Thread

Postby trey31 » Wed Mar 08, 2017 4:17 pm

StingRay68 wrote:I updated MoRE, so you have your export csv now. Don't count on this being correct for player models though.


I love you!

Spoiler:
Image

I am not going to try and add support for reading any given 3d modeling program though...too much work.


Agreed. Hopefully I can whip something up with obj format
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Re: Madden 3D Models Thread

Postby trey31 » Wed Mar 08, 2017 5:17 pm

trey31 wrote:Have to run but I wanted to post real quick. This is the first .obj

The Export ALL Geometry as CSV does not include the face data (Triangles Point 1/2/3) so I picked the first model (0) and typed each point one at a time in order to get the f data to draw the mesh between the vertices. No promises that I got it all correct.

"longhairhelm"
Image

Code: Select all

# Exported from MoRE v1.1
o Object.1
v 0.03236828 -0.08642678 -0.05012428
v -0.02590483 -0.07174063 -0.1247903
v -0.005184295 -0.09134147 -0.06576888
v 0.01444802 -0.1544767 -0.07218643
v 0.02126739 -0.1255958 -0.04141514
v 0.05057661 -0.1035434 -0.07057213
v -0.04896933 -0.004196697 -0.1477955
v -0.0394351 -0.06937575 -0.1354181
v -0.005249414 -0.004196697 -0.1657939
v 0.04558784 -0.004196697 -0.1581847
v 0.04585765 -0.07060613 -0.1600695
v 0.01645939 -0.1723742 -0.08447678
v 0.03102499 -0.115916 -0.1209757
v 0.02123721 -0.1430065 -0.05911564
v 0.02520551 -0.1571377 -0.05592347
v 0.01110233 -0.07446898 -0.08520363
v 0.01298446 -0.06068269 -0.09477493
v 0.02892341 -0.1077776 -0.1271329
v 0.01489021 -0.05391862 -0.1071547
v 0.02040378 -0.07246679 -0.1620239
v 0.01578879 -0.03808276 -0.1122116
v 0.01860304 -0.05944714 -0.1535791
v 0.02889068 -0.004196697 -0.12385
v 0.04899428 -0.004196697 -0.1559704
v -0.01442522 -0.1529743 -0.1341673
v -0.0200406 -0.1390852 -0.1408875
v -0.01388002 -0.1083636 -0.1827019
v -0.02374436 -0.07356055 -0.1967502
v -0.05502148 -0.004196697 -0.196805
v -0.02590483 0.06334724 -0.1247903
v 0.03236828 0.07803339 -0.05012428
v -0.01609182 0.08992203 -0.08089007
v 0.02285075 0.1460833 -0.07824766
v -0.03386064 0.1172024 -0.1041
v 0.04996959 0.09514999 -0.05152371
v -0.04896933 -0.004196697 -0.1477955
v -0.0394351 0.06098236 -0.1354181
v -0.005249414 -0.004196697 -0.1657939
v 0.04558784 -0.004196697 -0.1581847
v 0.04585765 0.06221274 -0.1600695
v 0.03218767 0.1075226 -0.1218144
v 0.02486212 0.1639808 -0.09053801
v 0.04454803 0.1487443 -0.07042792
v 0.02123721 0.1346131 -0.05911564
v 0.01110233 0.06607559 -0.08520363
v 0.01298446 0.0522893 -0.09477493
v 0.03530309 0.08784673 -0.1240774
v 0.01489021 0.04552523 -0.1071547
v 0.01716729 0.06792048 -0.1596893
v 0.01578879 0.02968936 -0.1122116
v 0.01860304 0.05105374 -0.1535791
v 0.02889068 -0.004196697 -0.12385
v 0.04899428 -0.004196697 -0.1559704
v -0.01442522 0.1445809 -0.1341673
v -0.0200406 0.1306918 -0.1408875
v -0.01388002 0.09997022 -0.1827019
v -0.02374436 0.06516716 -0.1967502
v -0.05502148 -0.004196697 -0.196805

f 2 1 0
f 2 0 4
f 4 3 2
f 5 4 0
f 0 1 10
f 5 3 4
f 7 6 1
f 10 5 0
f 8 1 6
f 1 8 9
f 10 1 9
f 5 12 11
f 5 10 15
f 11 14 5
f 5 14 13
f 12 5 15
f 12 15 17
f 24 11 12
f 17 15 16
f 17 16 18
f 12 17 25
f 19 17 18
f 19 18 20
f 21 19 20
f 24 12 25
f 19 26 17
f 21 20 22
f 23 21 22
f 19 21 26
f 17 26 25
f 21 23 28
f 21 27 26
f 27 21 28
f 31 30 29
f 31 33 30
f 33 31 32
f 34 30 33
f 30 39 29
f 34 33 32
f 36 29 35
f 37 35 29
f 39 30 34
f 29 38 37
f 39 38 29
f 34 41 40
f 34 44 39
f 41 34 42
f 40 44 34
f 34 43 42
f 40 46 44
f 53 40 41
f 46 45 44
f 46 47 45
f 40 54 46
f 48 47 46
f 48 49 47
f 53 54 40
f 50 49 48
f 48 46 55
f 50 51 49
f 52 51 50
f 48 55 50
f 46 54 55
f 50 57 52
f 50 55 56
f 56 57 50


Thank you StingRay68. Can't wait to explore soon! :lol:


First .obj
My M08 mod work is all open-source to anyone who wants to use it in any way, no restrictions or permissions necessary.

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Re: Madden 3D Models Thread

Postby alpacino2222 » Tue Nov 28, 2017 6:17 pm

trey31, thanks for all your great work. I'm trying to use 3D Ripper DX for madden 08 and I can't get it to capture frames whatsoever (I'm looking for models to mod, my background is in 3d modeling and animation). I don't even get the yellow "ready to capture" indication. I've been troubleshooting looking at other forums / everywhere online, but seems like I'm doing everything right. Seems you've been successful with madden so I'm wondering if you had any tricks...

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Re: Madden 3D Models Thread

Postby trey31 » Wed Nov 29, 2017 10:24 am

alpacino2222 wrote:trey31, thanks for all your great work. I'm trying to use 3D Ripper DX for madden 08 and I can't get it to capture frames whatsoever (I'm looking for models to mod, my background is in 3d modeling and animation). I don't even get the yellow "ready to capture" indication. I've been troubleshooting looking at other forums / everywhere online, but seems like I'm doing everything right. Seems you've been successful with madden so I'm wondering if you had any tricks...

It's been almost a year since I ripped a model. Search for ChalupaBatman's post about the proper rip settings so that they aren't skewed or 2.5D looking after ripping. Also, ripping from an instant replay had no issues but ripping during a game caused a crash. Other than that, I have no idea what the settings were.
My M08 mod work is all open-source to anyone who wants to use it in any way, no restrictions or permissions necessary.

dasaanhuey23
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Re: Madden 3D Models Thread

Postby dasaanhuey23 » Sun Apr 01, 2018 5:26 pm


dasaanhuey23
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Re: Madden 3D Models Thread

Postby dasaanhuey23 » Sun Apr 01, 2018 5:35 pm

Try shrinkwrapping the the body to a model of your preference, there is a video of it on nba 2k17 on youtube ill try to find the link


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