Yep, I have some news : the model viewer given in OP is fully compatible with Wipeout 2097/XL.
I was able to view most tracks without effort, by just extracting the 2097 game ISO.
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Great work !
Side note, been looking at the files from beta of WOXL : every track folder has an .OUT text file (and a few others) with intriguing infos.
Looking to track for more infos esp. for WO1, currently there seems to be a beta/pre version in the Demo 1 [EU] disc, still need to verify the content.
I already checked and it seems it use a totally different format.
maybe they are internally using the same format as W1/W2097 but, on the CD they have been but put in sort of container (to protect them from editing).
The content of the track files seems to be total binary garbage (no string or things like that) like it has been encrypted/compressed.
Those PBP files all have a header, series of (mostly) sequential numbers ... once we figure out how this work we can proceed to step 2 : extraction ... a rough guess is that these are significantly different than other games :g
As laid out @Hellfire_WZ's, maybe we should have a dedicated thread for this (modding, RE, whatever) ?
Wo3's files are completely encrypted. It'd take some god-like hacking to get anything out of there without knowing the encryption algorithm.
Never say never, all things have a beginning but if we don't start we have zero chance to succeed :g
I took a quick look at the format and here are my findings:
http://img11.hostingpics.net/thumbs/...56snap0794.png
http://img11.hostingpics.net/thumbs/...06snap0795.png
Header (in UINT32 units)
- at offset 80 it is the number of entries in the container
- at offset 88 starts the 12 bytes struct of each entry
- 1st value is absolute offset in file
- 2nd value is unknown
- 3rd is the length of the entry
- i've checked on multiple PBP and they fit perfectly with their length
We can already get the individual parts of these PBPs and try to get to next step :hyper
IMO these files are certainly compressed but not necessarily encrypted, there used to be some entropy detection software that could help but can't remember the name actually ...
EDIT
Just wrote a tiny unpacker, it swallowed every PBP :hyper out of WO3SE from \WIPEOUTC and \WIPEOUT3; there is always between 58 and 60 files in each PBP. With time and patience we'll decipher them :cowboy
EDIT 2
I don't know where he got these infos from but they're hintful.
EDIT 3
Some progress ! :hyper
There are VAG files in these containers: (ship thruster sound)
http://img11.hostingpics.net/thumbs/...45snap0796.png
There are also a bunch of files which I suspect are textures since there are many entries in their header have a 0x40 value (64 pixels), not .TIM files though. We should prioritize in searching for files from the official formats in the SDK, if not then it could simply be a form of RLE encoding.
There are also files that looks like polygon data but it's a bit premature IMO :
http://img11.hostingpics.net/thumbs/...04snap0797.png
The left-most pixel rarely changes and could indicate the polygon type as it can be seen in no$psx debugger.
Also many of these files are duplicate, basing myself on studying a group of files from the link posted in edit 2.
2 be continued
EDIT 4
@tigrou
Can you provide your updated WebGL experiment that loads WOXL tracks ? or tell what files you replaced ? thanks!
Woah, that's awesome.
Keep up the good work :+
@aybe: nice findings. I would suggest as other members that you open a new thread in Wipeout3 section (and edit your answer to remove content).
about W2097/XL WebGL experiments : I have open a new thread for this
@Xpand : if it is not possible to find out format by just looking the binary data the best bet would be to ran the game in a debugger (like NO$PSX) and go step by step to see how data is parsed.
Hard, but not impossible.
Yes there's also a way to dump 3D objects from PS1 emulators through OpenGL or DirectX.