Is it possible to export 3D models from Daytona USA 2 Rom?

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Is it possible to export 3D models from Daytona USA 2 Rom?

Postby ferrarifan » Sun Oct 30, 2022 12:45 pm

Hey, what's going on everyone? So in my spare time, I've been doing some 3D modeling. Somehow, this came up in my mind, whether it's possible to export 3D models and other assets from the Daytona 2 or SCUD Race ROM files. I'm very curious about it because I wanted to view each car model and either view it or modify it . What kind of tooling program exists for exporting ROM data files and converting them into a specific 3D file like.fbx or.3ds, for example?




I really don't know what program that does that but, if y'all know if there's software that you could extract and export and access all the ROM Data, let me know ☺️
Ferraris are the most prestigious cars ever made in my opinion. There very delicate and pristine☺️.
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Re: Is it possible to export 3D models from Daytona USA 2 Ro

Postby Bart » Sun Oct 30, 2022 1:24 pm

These games use custom formats. There are no tools. Most 3D assets are stored in VROM directly as Real3D-formatted polygon lists. Unfortunately there is no great way to determine where models begin but IIRC there is a flag for the last polygon in the list. Texture maps are stored separately. Some games are well-behaved in how they lay textures out in texture RAM, so you could probably write an exporter that converts a model to OBJ format and then dump the run-time texture image and use that with the texture coordinates in the model. Other games do weird stuff that could make this painful.

The Scud Race and Daytona 2 player vehicle models are not stored in VROM and are loaded dynamically into polygon RAM because they are deformable.
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Re: Is it possible to export 3D models from Daytona USA 2 Ro

Postby ferrarifan » Sun Oct 30, 2022 2:57 pm

Bart wrote:These games use custom formats. There are no tools. Most 3D assets are stored in VROM directly as Real3D-formatted polygon lists. Unfortunately there is no great way to determine where models begin but IIRC there is a flag for the last polygon in the list. Texture maps are stored separately. Some games are well-behaved in how they lay textures out in texture RAM, so you could probably write an exporter that converts a model to OBJ format and then dump the run-time texture image and use that with the texture coordinates in the model. Other games do weird stuff that could make this painful.

The Scud Race and Daytona 2 player vehicle models are not stored in VROM and are loaded dynamically into polygon RAM because they are deformable.
I understand ☺️. I appreciate it. Maybe one day I'll make some Daytona USA 2 Car models from scratch and apply the textures on the models. Maybe I could do a Hornet Classic model and then I can showcase it in the forms☺️. It's going to take some time though
Ferraris are the most prestigious cars ever made in my opinion. There very delicate and pristine☺️.
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Nvidia GeForce GTX 1060 3 GB
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Re: Is it possible to export 3D models from Daytona USA 2 Ro

Postby Bart » Sun Oct 30, 2022 7:37 pm

ferrarifan wrote:
Bart wrote:These games use custom formats. There are no tools. Most 3D assets are stored in VROM directly as Real3D-formatted polygon lists. Unfortunately there is no great way to determine where models begin but IIRC there is a flag for the last polygon in the list. Texture maps are stored separately. Some games are well-behaved in how they lay textures out in texture RAM, so you could probably write an exporter that converts a model to OBJ format and then dump the run-time texture image and use that with the texture coordinates in the model. Other games do weird stuff that could make this painful.

The Scud Race and Daytona 2 player vehicle models are not stored in VROM and are loaded dynamically into polygon RAM because they are deformable.
I understand ☺️. I appreciate it. Maybe one day I'll make some Daytona USA 2 Car models from scratch and apply the textures on the models. Maybe I could do a Hornet Classic model and then I can showcase it in the forms☺️. It's going to take some time though


You know how to code right? You could probably write a model extractor that parses memory dumps. Walking the scene graph is easy and you can find all the model pointers there.
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Re: Is it possible to export 3D models from Daytona USA 2 Ro

Postby ferrarifan » Sun Oct 30, 2022 9:42 pm

Bart wrote:
ferrarifan wrote:
Bart wrote:These games use custom formats. There are no tools. Most 3D assets are stored in VROM directly as Real3D-formatted polygon lists. Unfortunately there is no great way to determine where models begin but IIRC there is a flag for the last polygon in the list. Texture maps are stored separately. Some games are well-behaved in how they lay textures out in texture RAM, so you could probably write an exporter that converts a model to OBJ format and then dump the run-time texture image and use that with the texture coordinates in the model. Other games do weird stuff that could make this painful.

The Scud Race and Daytona 2 player vehicle models are not stored in VROM and are loaded dynamically into polygon RAM because they are deformable.
I understand ☺️. I appreciate it. Maybe one day I'll make some Daytona USA 2 Car models from scratch and apply the textures on the models. Maybe I could do a Hornet Classic model and then I can showcase it in the forms☺️. It's going to take some time though


You know how to code right? You could probably write a model extractor that parses memory dumps. Walking the scene graph is easy and you can find all the model pointers there.
Unfortunately, I don't know how to code :lol: . I don't have experience
Ferraris are the most prestigious cars ever made in my opinion. There very delicate and pristine☺️.
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