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NBA Street Vol. 3 - Potential to be edited...?

Thu Mar 31, 2005 1:38 pm

OK, so I decided to try and do this myself. So far, I was able to extract the model data from the players.viv file (stores all of the player/clothing/etc. models and textures). Every player model in the game is in *.O format, a 3D format in the EAGL (EA Graphics Library). Their textures are in *.GSH format. (seems like a spinoff of EA's *.FSH format). I'm sure you all knew this stuff, so here's where my trouble starts.

http://img49.exs.cx/my.php?loc=img49&im ... ol34qm.jpg

However... once I extracted and decompressed the *.O files, I tried opening them in OEdit (a model viewer for *.O files), but only to find that the data is invalid. Therefore, I tried converting the *.O file to *.OIF format, but that wouldn't work either. I would have tried to e-mail the author of the program about it, but they removed their e-mail address from the OEdit webpage due to spam...

SO... my next move was to find an *.O file plugin for ZModeler or any 3D editing utility, so that I can convert the files to a more versatile format. I haven't had any luck with that either. Ah, as for the texture files that are in *.GSH format... I can't seem to open those either.

Sadly, with work and all... I don't have a lot of free time to work with this, but I have an idea as to how I can find out more about the files, though. Hope somethin' works.

NOTE: I am not trying to disrespect EA Sports BIG by doing this. As a matter of fact, the graphics in this game are that damn amazing... that I decided to try this. I'd be shocked if the EASBIG graphics division didn't get a raise for the detail and realism (of the cyberfaces, especially). Besides, it may be interesting to see what can be done with the models and textures.

So, I've come to you fellow EA fans for any advice. Thanks for reading, I appreciate it.

Sun Apr 10, 2005 6:00 am

Jumpin' Jehosephats... 44 views and no replies...?

I skimmed through one of the O files the other day and found some contents that seem to be parameters for EA's EAGL editor.
Damn, I wish that some mole from EA would release some kind of tool to tamper with the data, and pick it apart.
Then again... they'd get fired... unless they were crafty with it. :twisted:

But all joking aside... I still haven't gotten anywhere with this.

.data .shstrtab .strtab .symtab .rel.data __MATRIX4 *:::EAGLAnimationBuffer __PosePaletteBank:::PosePaletteBank StreetPlayerCloth __COORD4:::
RegisterLightingParamsCloth StreetPlayerEye __COORD4:::EnvmapColour __COORD4:::NGCLightingParams __EAGL::GeoPrimState:::RUNTIME_ALLOC::UID=2102
SetPrimitiveType=EAGL::PT_TRIANGLESTRIP; __EAGL::GeoPrimState:::RUNTIME_ALLOC::UID=2102;;SetTransparencyMethod=EAGL::TM_ALPHA;SetAlphaBlendMode=EAGL::ABM_BLEND
SetAlphaTestEnable=false;SetPrimitiveType=EAGL::PT_TRIANGLESTRIP; __EAGL::TAR:::RUNTIME_ALLOC::UID=2102;SHAPENAME=tops,1;GCEXTOBJ_SetClampModeU=EAGL::GCCM_CLAMP;GCEXTOBJ_SetClampModeV=EAGL::GCCM_CLAMP __EAGL::TAR:::RUNTIME_ALLOC::UID=2102;SHAPENAME=shoe,1;GCEXTOBJ_SetClampModeU=EAGL::GCCM_CLAMP;GCEXTOBJ_SetClampModeV=EAGL::GCCM_CLAMP __EAGL::TAR:::RUNTIME_ALLOC::UID=2102;SHAPENAME=hair,1;GCEXTOBJ_SetClampModeU=EAGL::GCCM_CLAMP;GCEXTOBJ_SetClampModeV=EAGL::GCCM_CLAMP __EAGL::TAR:::RUNTIME_ALLOC::UID=2102;SHAPENAME=bott,1;GCEXTOBJ_SetClampModeU=EAGL::GCCM_CLAMP;GCEXTOBJ_SetClampModeV=EAGL::GCCM_CLAMP __EAGL::TAR:::RUNTIME_ALLOC::UID=2102;SHAPENAME=arms,1;GCEXTOBJ_SetClampModeU=EAGL::GCCM_CLAMP;GCEXTOBJ_SetClampModeV=EAGL::GCCM_CLAMP __EAGL::TAR:::RUNTIME_ALLOC::UID=2102;SHAPENAME=none,1;GCEXTOBJ_SetClampModeU=EAGL::GCCM_CLAMP;GCEXTOBJ_SetClampModeV=EAGL::GCCM_CLAMP __EAGL::TAR:::RUNTIME_ALLOC::UID=2102;SHAPENAME=head,1;GCEXTOBJ_SetClampModeU=EAGL::GCCM_CLAMP;GCEXTOBJ_SetClampModeV=EAGL::GCCM_CLAMP
__Model:::bigMH_temp __BBOX:::bigMH_temp __EAGL_TOOLLIB_VERSION:::EAGL_TOOLLIB_VERSION-4 __EAGL::TAR:::RUNTIME_ALLOC::UID=2102;SHAPENAME=eyes,1
GCEXTOBJ_SetClampModeU=EAGL::GCCM_WRAP;GCEXTOBJ_SetClampModeV=EAGL::GCCM_WRAP LitTextureEnvmap_Skin __COORD4:::
RegisterLightingParamsSkin StreetPlayerSkin StreetPlayerHair __const
MATRIX4:::EAGL::ViewPort::gpViewMatrix __const MATRIX4:::EAGL::ViewPort::gpModelViewMatrix __EAGL::TAR:::spectexture

Sun Apr 10, 2005 4:17 pm

Maybe nobody knows? Hey, this is your first reply (Y)
Unfortunately, it's off-topic, but still (Y)

Mon Apr 11, 2005 3:02 am

Is it possible to save a .gsh file as a .fsh file?

Mon Apr 18, 2005 7:11 am

Probably, but I seem to have trouble with getting any FSH viewer to open a GSH file.

Tue Apr 19, 2005 7:50 am

Try AirKobe's tool. He made it possible to extract files from March Madness.

Tue Apr 19, 2005 12:52 pm

Alright, thanks for the advice. Every utility that I've used was downloaded from this site, and couldn't recognize the files. Where would I find this tool of AirKobe's?

Tue Apr 19, 2005 11:33 pm

here it is. just want to help and good luck.
http://www.nbalive.org/portal/file/437

if any .dll's are missing google it.

Thu Apr 21, 2005 5:46 am

if you manage to succesfully convert NBA Street's files to NBA Live, you'll be the most popular guy in long time
oh wait... that's not possible

but NBA Street to be edited? sweeeet

keep trying, I can't wait for a succesfull outcome :P :P :P

Mon Apr 25, 2005 11:10 am

Thanks, guys. The XSH nor the FSH editors worked for the GSH files... so I assume that EA uses different texture formats for each system. *.FSH for PC, *.XSH for X-Box, *.GSH for GameCube... and you can guess the PS2 file extension (if I'm not mistaken).

Agh, this would be so much easier if they would just port the EA BIG series games to PC.
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