id-daemon

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Yet another way to export 3D models

Post by id-daemon on Sun Oct 15, 2017 1:48 am

Sparagas wrote:I updated it in my Documentation post


Dont forget to update what i posted about normals and vertices shift.
 
 
 
 
 
 

belek666

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Yet another way to export 3D models

Post by belek666 on Sun Oct 15, 2017 5:50 am

I've found where are missing meshes from map parts: first number (byte) after object's name in PLM/PLM section in IPD means a number of meshes in object, so objects can have multiple meshes. Here is updated app (with map position also): https://www.sendspace.com/file/vuc9t3
I will summarize what I know about IPD format later.

@Sparagas
Great to hear that you started learning programming. Did you found what is that data after normals table?

@id-daemon
How do you calculate normals? I'm not sure if I make this correctly. Do they are vertex normals or face normals?
 
 
 
 
 
 

Sparagas

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Yet another way to export 3D models

Post by Sparagas on Sun Oct 15, 2017 6:39 am

id-daemon wrote:
Sparagas wrote:I updated it in my Documentation post


Dont forget to update what i posted about normals and vertices shift.

I will, just wasn't able to understand everything.
is it 2nd or 3rd byte? or both? Also I didn't understand how shifting worked.

belek666 wrote:@Sparagas
Great to hear that you started learning programming. Did you found what is that data after normals table?

Sorry I missed info about normals. Could you please repeat what you have find out about normals and where they are?
Also Could you repeat info on palette?

Also because we are 3 people working on the same stuff... maybe we could make open source GitHub or something like that? So we could all work on the same app?

Also this is compiled installer for my app https://www.mediafire.com/file/puuws01jda7oww4/Silent%20Hill%20Explorer-1.0-win32.msi
it's not pretty, but I'm new to this stuff. I used Python. Maybe I needed to use C or C++ or something like that?
Let's make SILENT HILL just PLAIN SCREAM
 
 
 
 
 

id-daemon

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Yet another way to export 3D models

Post by id-daemon on Sun Oct 15, 2017 8:21 am

Sparagas wrote:is it 2nd or 3rd byte? or both? Also I didn't understand how shifting worked.

2nd byte is vertex shift. 3rd byte - normals shift. If needed, I can make pictures. Maybe it will help.

belek666 wrote:Also because we are 3 people working on the same stuff...

I'm not working with Github or any other like that. I did all research, tested it, and provided you info on the format. I will not be working on the tool anymore. I will also document ANM when i have time.

p.s. i can suggest you c#
 
 
 
 
 
 

Sparagas

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Yet another way to export 3D models

Post by Sparagas on Sun Oct 15, 2017 9:12 am

Pictures would be awesime!
I understand if you will not work on program any more. You made great progress and awesome exporter.
But if you are not willing to continue to develope, baybe you could release source files? So I could continue to develope it? or impelent it to other apps? My goal is to make one big simple app to explore the whole game.

BTW, Belek666 seems to use C language
Let's make SILENT HILL just PLAIN SCREAM
 
 
 
 
 

id-daemon

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Yet another way to export 3D models

Post by id-daemon on Sun Oct 15, 2017 12:40 pm

Image

In this example TORSO has 9 vertices and shift 0,
and ARM has 6 vertices and shift 5

So you first load torso from zero, and then load arm from vertex 5

In the result you'll have 11 vertices in your vertex buffer, with first 5 from "old" meshes, and 6 "new" arm vertices.
 
 
 
 
 
 

id-daemon

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Yet another way to export 3D models

Post by id-daemon on Sun Oct 15, 2017 12:44 pm

Sparagas wrote:aybe you could release source files?

I'd say it will be better to write all your own new code if you want to use it in universal tool. You will better understand it that way.
 
 
 
 
 
 

Sparagas

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Yet another way to export 3D models

Post by Sparagas on Mon Oct 16, 2017 2:46 am

TY for example - now it's clear :) And yeah, I think I agree with you about writing own code :)
Let's make SILENT HILL just PLAIN SCREAM
 
 
 
 
 

Giromancy

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Yet another way to export 3D models

Post by Giromancy on Mon Oct 16, 2017 5:45 am

belek666 wrote:I've found where are missing meshes from map parts: first number (byte) after object's name in PLM/PLM section in IPD means a number of meshes in object, so objects can have multiple meshes. Here is updated app (with map position also): https://www.sendspace.com/file/vuc9t3
I will summarize what I know about IPD format later.


Wow, everytime i log in here there are a lot of progress, i knew there were missing parts in models, i'm glad that you've solved it belek.

I tried your updated app and im speechless, now every model is correctly exported, good work.


Here are some screencaps i took of a few exported models:
REVEAL SPOILER
Image

Image

Image

Image

Image

Image

Image

Image

Image

Image


I noticed that all models are exported with reversed faces.
Image


There is also some weird glitched textures that appear in some models, like discolored squares, lines and psychedelic colors :P :
REVEAL SPOILER
Image

Image

Image

Image

Image

Image

Image

Image
The last picture seems more a uv problem than a glitch i guess.


Im also having this error when i tried to export THR02FC.IPD
Wrong uv: width 17 height 33 x 112 y (and) 63 pal 0
Image

Besides all that, everything looks fine, i'll check the rest of the files tomorrow and see if everything is exported correctly. ;)

@id-daemon, thanks for your support, and providing us those apps for characters/animation extraction, much appreciated :)

@Sparagas, good luck on your tool, i would love to be able to help you with that, but as i said before, im not good with programming, Hex codes and all that stuff sadly.

BTW, BG folder contains different models depending wich version of SH you check,
*SLPM_80363
*SLUS_00707
*SLUS_80707
*SLUS_90050
*SLED_01735
*SLED_02186
*SCUS_94278
Last edited by Giromancy on Mon Oct 16, 2017 6:25 pm.
==================================
Image Image Image
==================================
 
 
 
 
 

Sparagas

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Yet another way to export 3D models

Post by Sparagas on Mon Oct 16, 2017 8:31 am

AWESOME! we can now at least manually build the whole town with some minor glitches.

@belek666 nice findings about sub-meshes. Can you tell us how they are handled in file? They just go one after other? How they are separated?
So we now know 3 of 4 bytes between mesh name and it's offset.
Also how did you know global coordinates of meshes and sub-meshes in map?
And also don't forget to tell us how did you find out the correct palette.

Also your tool extracts models from .IPD files, but doesn't combine them with meshes from global .PLM files. Or I just don't know how to use it.

@Giromancy you can always help. You can't code or hex edit, but you have our apps, so you could extract all models and combine them to global maps. Like Old town map etc. It's a lot of work to extract all of them and combine, but it's fun to see the entire map :) And with your help we could concentrate on coding part and hexing :)

EDIT: face culling and normals are opposite

EDIT2:

opened all old town of Silent Hill (without .PLM common objects). It's easy to export - just drag all files to app and it will export all of them at the same time. Also used this to batch import all models to blender. Here are the beauty :)

Image
above separate meshes are models to isolated places like dog house interior and exterior, basketball court, Cafe etc.

and some extra:
REVEAL SPOILER
Image
oh you dirty Silent Hill!
P.S. could you guess where it is located?
P.S. 2: Try to see it in original hardware!
Let's make SILENT HILL just PLAIN SCREAM
 
 
 
 
 

belek666

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Yet another way to export 3D models

Post by belek666 on Mon Oct 16, 2017 10:10 am

@Giromancy
Thanks for testing. I don't know why sometimes uvs exceed image size. Maybe I'm wrong about palette info and textures.

Sparagas wrote:AWESOME! we can now at least manually build the whole town with some minor glitches.

@belek666 nice findings about sub-meshes. Can you tell us how they are handled in file? They just go one after other? How they are separated?

Before mesh data (uvs, vertices table, normal table) you got data with information about vertices number, offsets to data with uv, normal, face, offset to vertices. If object/mesh has more meshes after this data you get next with the same type - with offsets to its data and so on.
This is what I got:
REVEAL SPOILER
*IPD
FILE HEADER
1 byte - file id 0x14
1 byte - flag
1 byte - X position of map part, 1 unit = 10246 in dec
1 byte - Y position of map part (actually this is Z axis for vertices translation), 1 unit = 10246 in dec
4 bytes - offset to PLM like section
1 byte - number of elements in the object/mesh name list (IPD side)
1 byte - number of position data headers
1 byte - unknown
1 byte - unknown
8 byte - padding
4 bytes - offset to object/mesh name list (IPD side)
4 bytes - offset to first position data header entry

POSITION DATA HEADER
1 byte - number of packs (POSITION DATA PACK)
1 byte - unknown
1 byte - unknown
1 byte - unknown
4 byte - unknown
4 byte - unknown
4 byte - starting offset to data packs (POSITION DATA PACK)
4 byte - data end offset?
4 byte - offset to unknown data

POSITION DATA PACK
4 byte - position from object/mesh name list (IPD side), 0 - first entry
9 x 2 bytes - translation matrix for object/mesh position (rotation), each value need division by 0x1000
2 bytes - padding
4 bytes - X value from translation vector, short (2 bytes) actually
4 bytes - Y value from translation vector, short (2 bytes) actually
4 bytes - Z value from translation vector, short (2 bytes) actually

***calculating object position
x = tx + rt11 * x / 0x1000 + rt12 * y / 0x1000 + rt13 * z / 0x1000
y = ty + rt21 * x / 0x1000 + rt22 * y / 0x1000 + rt23 * z / 0x1000
z = tz + rt31 * x / 0x1000 + rt32 * y / 0x1000 + rt33 * z / 0x1000

tx - translation vector X value
ty - translation vector Y value
tz - translation vector Z value

rtXY - translation matrix element - X - line index, Y - column index

*PLM/ILM
FILE HEADER
2 bytes - file id, 0x0630 for plm/ilm
1 byte - flag
1 byte - number of used textures
4 bytes - start offset of texture file name (24 bytes for each name)
4 bytes - number of object/mesh in file
4 bytes - offset to object/mesh names list
4 bytes - offset to some kind of data, maybe object's index

OBJECT LIST
8 bytes - object/mesh name
1 byte - number of meshes in object (number of OBJECT DATA HEADER)
1 byte - unknown
1 byte - unknown
1 byte - unknown, rendering setting? bit 0 - turns on shading when set, bit 3-4 - turns off textures when set, bit 5 - turns on transparency when set
4 bytes - offset to object/mesh data

OBJECT DATA HEADER
1 byte - number of data packets
1 byte - number of vertices
1 byte - unknown
1 byte - unknown
4 bytes - offset to pack
4 bytes - offset to xy vertices table
4 bytes - offset to z vertices table
4 bytes - offset to normal table
4 bytes - offset to end of object's data and/or unknown data

OBJECT PACK
1 byte - u0 - X coordinate of texture
1 byte - v0 - Y coordinate of texture
2 byte - cba - bits 0-5 - upper 6 bits of 10 bits of X coordinate value for CLUT, bits 6-14 - 9 bits of Y coordinate value for CLUT
1 byte - u1 - X coordinate of texture
1 byte - v1 - Y coordinate of texture
1 byte - unknown, vram address or something
7 bits - texture number, 0 - first texture form texture list, 0x7F - no texture
1 bit - probably stp bit - semitransparency
1 byte - u2 - X coordinate of texture
1 byte - v2 - Y coordinate of texture
1 byte - u3 - X coordinate of texture
1 byte - v3 - Y coordinate of texture
4 x 1 byte - faces index
4 x 1 byte - normal index

*** getting clut position

x = (cba & 0x003F) << 4 - shift first 6 bits to right by 4 to get 10 bit X value
y = (cba & 0x7FC0) >> 6 - shift 9 bits (6-14 bits) to left by 6 to get 9 bit Y value

x value is probably always 0, so y is palette number (height) (0 - first palette)


My program will seek objects also in PLM files.
 
 
 
 
 
 

id-daemon

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Yet another way to export 3D models

Post by id-daemon on Mon Oct 16, 2017 11:22 am

belek666 wrote:@id-daemon
How do you calculate normals?


I don't. I just suppose they are normals. And since this info provided for each vertex, they must be vertex normals.
 
 
 
 
 
 

Sparagas

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Yet another way to export 3D models

Post by Sparagas on Mon Oct 16, 2017 6:10 pm

belek666 wrote:@Giromancy
Thanks for testing. I don't know why sometimes uvs exceed image size. Maybe I'm wrong about palette info and textures.

Sparagas wrote:AWESOME! we can now at least manually build the whole town with some minor glitches.

@belek666 nice findings about sub-meshes. Can you tell us how they are handled in file? They just go one after other? How they are separated?

Before mesh data (uvs, vertices table, normal table) you got data with information about vertices number, offsets to data with uv, normal, face, offset to vertices. If object/mesh has more meshes after this data you get next with the same type - with offsets to its data and so on.
This is what I got:
REVEAL SPOILER
*IPD
FILE HEADER
1 byte - file id 0x14
1 byte - flag
1 byte - X position of map part, 1 unit = 10246 in dec
1 byte - Y position of map part (actually this is Z axis for vertices translation), 1 unit = 10246 in dec
4 bytes - offset to PLM like section
1 byte - number of elements in the object/mesh name list (IPD side)
1 byte - number of position data headers
1 byte - unknown
1 byte - unknown
8 byte - padding
4 bytes - offset to object/mesh name list (IPD side)
4 bytes - offset to first position data header entry

POSITION DATA HEADER
1 byte - number of packs (POSITION DATA PACK)
1 byte - unknown
1 byte - unknown
1 byte - unknown
4 byte - unknown
4 byte - unknown
4 byte - starting offset to data packs (POSITION DATA PACK)
4 byte - data end offset?
4 byte - offset to unknown data

POSITION DATA PACK
4 byte - position from object/mesh name list (IPD side), 0 - first entry
9 x 2 bytes - translation matrix for object/mesh position (rotation), each value need division by 0x1000
2 bytes - padding
4 bytes - X value from translation vector, short (2 bytes) actually
4 bytes - Y value from translation vector, short (2 bytes) actually
4 bytes - Z value from translation vector, short (2 bytes) actually

***calculating object position
x = tx + rt11 * x / 0x1000 + rt12 * y / 0x1000 + rt13 * z / 0x1000
y = ty + rt21 * x / 0x1000 + rt22 * y / 0x1000 + rt23 * z / 0x1000
z = tz + rt31 * x / 0x1000 + rt32 * y / 0x1000 + rt33 * z / 0x1000

tx - translation vector X value
ty - translation vector Y value
tz - translation vector Z value

rtXY - translation matrix element - X - line index, Y - column index

*PLM/ILM
FILE HEADER
2 bytes - file id, 0x0630 for plm/ilm
1 byte - flag
1 byte - number of used textures
4 bytes - start offset of texture file name (24 bytes for each name)
4 bytes - number of object/mesh in file
4 bytes - offset to object/mesh names list
4 bytes - offset to some kind of data, maybe object's index

OBJECT LIST
8 bytes - object/mesh name
1 byte - number of meshes in object (number of OBJECT DATA HEADER)
1 byte - unknown
1 byte - unknown
1 byte - unknown, rendering setting? bit 0 - turns on shading when set, bit 3-4 - turns off textures when set, bit 5 - turns on transparency when set
4 bytes - offset to object/mesh data

OBJECT DATA HEADER
1 byte - number of data packets
1 byte - number of vertices
1 byte - unknown
1 byte - unknown
4 bytes - offset to pack
4 bytes - offset to xy vertices table
4 bytes - offset to z vertices table
4 bytes - offset to normal table
4 bytes - offset to end of object's data and/or unknown data

OBJECT PACK
1 byte - u0 - X coordinate of texture
1 byte - v0 - Y coordinate of texture
2 byte - cba - bits 0-5 - upper 6 bits of 10 bits of X coordinate value for CLUT, bits 6-14 - 9 bits of Y coordinate value for CLUT
1 byte - u1 - X coordinate of texture
1 byte - v1 - Y coordinate of texture
1 byte - unknown, vram address or something
7 bits - texture number, 0 - first texture form texture list, 0x7F - no texture
1 bit - probably stp bit - semitransparency
1 byte - u2 - X coordinate of texture
1 byte - v2 - Y coordinate of texture
1 byte - u3 - X coordinate of texture
1 byte - v3 - Y coordinate of texture
4 x 1 byte - faces index
4 x 1 byte - normal index

*** getting clut position

x = (cba & 0x003F) << 4 - shift first 6 bits to right by 4 to get 10 bit X value
y = (cba & 0x7FC0) >> 6 - shift 9 bits (6-14 bits) to left by 6 to get 9 bit Y value

x value is probably always 0, so y is palette number (height) (0 - first palette)


My program will seek objects also in PLM files.

Damn, so much info! I will need to digest it :) Belek666 you have find out so much! Your the best! . Very nice and clean documentation. Will update and merge to mine.

BTW here's some new secrets: have you seen so may unfinished rooms in School?

Image

And can some one guess where I found this room? :)
Image
Let's make SILENT HILL just PLAIN SCREAM
 
 
 
 
 

Giromancy

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Yet another way to export 3D models

Post by Giromancy on Mon Oct 16, 2017 7:06 pm

Sparagas wrote:opened all old town of Silent Hill (without .PLM common objects). It's easy to export - just drag all files to app and it will export all of them at the same time. Also used this to batch import all models to blender. Here are the beauty :)

Image
above separate meshes are models to isolated places like dog house interior and exterior, basketball court, Cafe etc.[/spoiler]

I guess my computer is going to explode if i export the whole map into Blender :mrgreen: idk, i have to try this, Guys, if you see that i dont come back here, you know why, pc hospitalization...


Sparagas wrote:and some extra:
REVEAL SPOILER
Image
oh you dirty Silent Hill!
P.S. could you guess where it is located?
P.S. 2: Try to see it in original hardware!

Yeah the Playboy magazine, that is located in the Drawbridge control panel room.
Near the magazine, there is a Mickey Mouse mug :P

Image

I documented this kind of stuff, ¨easter eggs¨ if you want to call it like that.
You can check my website if you are interested:
https://sites.google.com/site/shresort/ ... /cine-y-tv
https://sites.google.com/site/shresort/ ... omerciales
https://sites.google.com/site/shresort/literarios
https://sites.google.com/site/shresort/ ... onalidades
https://sites.google.com/site/shresort/ ... esoterismo
https://sites.google.com/site/shresort/ ... eggs/otros


Sparagas wrote:BTW here's some new secrets: have you seen so may unfinished rooms in School?

Image


Those unused school rooms were discovered a few years, i also made some videos about the ¨Beta rooftop¨ in my yt channel:



There is also a lot of unused rooms in the Hospital area:




Sparagas wrote:And can some one guess where I found this room? :)
Image

Yeah, i saw it, it's in the TEST folder, it was one of my priorities to check, 80% sure that there were alpha stuff in there, even prototype stuff, idk wich model was created first by developers, this unused room, or the prototype town section (TOWN.TMD & TOWN1.TIM) that is in the same folder.

Image

Image
==================================
Image Image Image
==================================
 
 
 
 
 

Johnny_Doe

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Posts: 72

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Yet another way to export 3D models

Post by Johnny_Doe on Mon Oct 16, 2017 7:18 pm

What editor was used under screenshot from Blender? The interface doesn't look familiar to me.
 
 
 
 
 
 

Sparagas

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Yet another way to export 3D models

Post by Sparagas on Mon Oct 16, 2017 7:36 pm

I guess my computer is going to explode if i export the whole map into Blender :mrgreen: idk, i have to try this, Guys, if you see that i dont come back here, you know why, pc hospitalization...

Well then you need to go to Alchemila hospital :D

I rhink TOWN was first because more rougth grapchics and TMD file
Let's make SILENT HILL just PLAIN SCREAM
 
 
 
 
 

Giromancy

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Yet another way to export 3D models

Post by Giromancy on Mon Oct 16, 2017 8:13 pm

@Johnny_Doe is Fragmotion (free version) i download it especially for characters animation, but is also good for 3d models visualization.

Here is another unused room. This time is a school bathroom.

Is the same one that appears in the E3 98 trailer, but this is the boys bathroom, the one used in the trailer is the girls.
You can see that green thingy with soap to wash hands over the sink, idk how it is said in English.
There´ also some toillet papers scattered on the floor and two posters on the wall, this bathroom is not used in the final game.

The room name is: SU0001.IPD i guess that SU01FF.IPD could be the girls bathroom but it seems an empty file.

Image

Image

Image
==================================
Image Image Image
==================================
 
 
 
 
 

Johnny_Doe

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Yet another way to export 3D models

Post by Johnny_Doe on Mon Oct 16, 2017 8:28 pm

Thanks a lot, Giromancy, the screenshots look very interesting. Knowing that there are some more unknown files to discover reminds me of the time I first saw this game. Man, it's so cool
 
 
 
 
 
 

Giromancy

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Yet another way to export 3D models

Post by Giromancy on Mon Oct 16, 2017 8:31 pm

Unused Harry animation:

Image

Im documenting every file with room and location names, this could be of help to those who want to open an especific model without looking into every model:
Code: Select all
**NORMAL SCHOOL**

SC0000.IPD = GIRLS BATHROOM
SC00FE.IPD = UNUSED ROOM (BASEMENT STORAGE ROOM) (NO TEXTURES)
SC00FF.IPD = BOILER ROOM
SC0303.IPD = HALL (UNUSED ROOM) (NO TEXTURES)
SC0304.IPD = 1F WEST HALLWAY (COURTYARD ENTRANCE)
SCFC00.IPD = LOCKER ROOM
SCFC01.IPD = BOYS BATHROOM
SCFC02.IPD = CLASSROOM
SCFC03.IPD = CLASSROOM
SCFCFE.IPD = CLOCK TOWER DOWNSTAIRS
SCFD00.IPD = MUSIC ROOM
SCFD01.IPD = HALLWAY
SCFD02.IPD = LAB EQUIPMENT ROOM
SCFD03.IPD = LIBRARY RESERVE
SCFDFE.IPD = CLOCK TOWER UPSTAIRS
SCFE00.IPD = LOCKER ROOM
SCFE01.IPD = 1F NORTH HALLWAY
SCFE02.IPD = CHEMISTRY LAB
SCFE03.IPD = LIBRARY
SCFEFE.IPD = CLOCK TOWER PASSAGE & UP/DOWN STAIRS ANIMATION
SCFEFF.IPD = 3F STAIRS (ROOF ENTRANCE)
SCFF00.IPD = 2F EAST HALLWAY (MUSIC & LOCKER ROOM)
SCFF01.IPD = CLASSROOM
SCFF02.IPD = CLASSROOM
SCFF04.IPD = 2F WEST HALLWAY (LAB EQUIPMENT, CHEMISTRY LAB & LIBRARY RESERVE)
SCFFFE.IPD = COURTYARD
SCFFFF.IPD = UNUSED ROOF (ROOFTOP) (NO TEXTURES)


**ALTERNATE SCHOOL**

SU00FF.IPD = FINAL BOSS ARENA (SPLITHEAD)
SU0001.IPD = UNUSED BOYS BATHROOM (E3 98) (NORMAL SCHOOL)
SU0100.IPD = BACK ROOM RECEPTION (PICTURE)
SU0103.IPD = INFIRMARY
SU0200.IPD = LOBBY
SUFD00.IPD = UNUSED MUSIC ROOM (BETA)
SUFD02.IPD = UNUSED LAB EQUIPMENT ROOM (BETA)
SUFE00.IPD = LOCKER ROOM
SUFE02.IPD = UNUSED CHEMISTRY LAB (BETA)
SUFEFF.IPD = 3F STAIRS (ROOF ENTRANCE)
SUFFFE.IPD = COURTYARD
SUFFFF.IPD = ROOF

**OTHERS**

ER0000.IPD = CHURCH (INTERIOR)
ER00FC.IPD = EXAMINATION ROOM (NOWHERE)
ER00FD.IPD = GUILLESPIE´S HOUSE (ATTIC)
ER00FE.IPD = KITCHEN (NOWHERE)
ER00FF.IPD = MORGUE (NOWHERE)
ER0001.IPD = ALTERNATE ANTIQUE SHOP
ER01FC.IPD = HALL TO ELEVATOR (BEGINNING TO NOWHERE)
ER01FD.IPD = ALESSA´S ROOM (NOWHERE)
ER01FF.IPD = 3F ALTAR ROOM (NOWHERE)
ER02FD.IPD = GUILLESPIE´S HOUSE STAIRS (NOWHERE)
ER02FE.IPD = ROOM 204 (NOWHERE)
ER02FF.IPD = DIRECTOR´S OFFICE (NOWHERE)
ER03FD.IPD = FINAL BOSS ARENA
ER03FE.IPD = ALESSA´S KEPT ROOM (NOWHERE)
ER03FF.IPD = 3F LEFT ROOM - ALTAR ROOM (NOWHERE)
ER04FE.IPD = GENERATOR ROOM (NOWHERE)
ER04FF.IPD = PHALEG HALLWAY (NOWHERE)
ER0100.IPD = MOTEL (OWNER ROOM)
ER0101.IPD = MOTEL RECEPTION
ER0200.IPD = MOTEL GARAGE
ER0201.IPD = MOTEL ROOM 3
THR04FE.IPD = DRAWBRIDGE
THR0006.IPD = CAFE 5to2 (INTERIOR)
THR0205.IPD = DOG HOUSE DOOR 3 LOCKS (INTERIOR)
THR0207.IPD = K.GORDON HOUSE ?
THRF8FB.IPD = SCHOOL FACADE
THRF9FD.IPD = WATERWORKS



**FAILED TO OPEN / GLITCHED**
SUO1FF.IPD = EMPTY FILE
THR00FE.IPD = COLOR ERROR
THR02FC.IPD = WRONG UV
THRF9FD.IPD = WATERWORKS (COLOR ERROR)
==================================
Image Image Image
==================================
 
 
 
 
 

Johnny_Doe

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Yet another way to export 3D models

Post by Johnny_Doe on Mon Oct 16, 2017 8:54 pm

Wow... I wonder how many more of these are in this game. What if there's more in demo versions?
 
 
 
 
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