I've been off and on trying to extract the maps into a .obj format for a while, and this is just where I'll post any progress I make. The end goal is to write an extractor / importer so we can view all of the levels in their full glory and hopefully even be able to create our own.
Here's my current progress, of Forest Zone, Level 2.
Last Edit: May 6, 2017 15:07:30 GMT -8 by Kneesnap
I figure you and probably anyone else who'd like to help extracting this would like to know what I've done so far. I continued miles' thread over at forum.xentax.com/viewtopic.php?f=16&t=13417 and they've been super helpful at helping when I've gotten stuck. I'm still rather new to this and I'm figuring it out as I go.
So far: I've written a small hacky program in node.js that I use to automatically grab the data and put it into a a file that I can then export into a .obj with hex2obj.
The .MAP format has a RIFF structure, so it is broken off into sections with up to four "keywords" like "VRTX" or "GRID".
GENE - ? PATH - ? ZONE - ? FORM - ? EMTP - Unknown, but I have seen this mentioned in a forum related to datamining MediEvil (Another game by SCEE.) I'm going to try to get in contact with a guy who extracted models from it. GRAP - ? LITE - ? GROU - ? POLY - Contains some data that look like 3D Models before the actual map data. VRTX - Vertex Indices for the map. The two bytes after this are the vertice count. (Little-endian means the bytes will be flipped, so 13 47 should be read as 47 13) GRID - ? ANIM - ?
If anyone wants to help out, try editting random values in a map level (with a hex editor), and record what happens (Assuming it doesn't crash.) This'll help us create a full structure to the format as a whole, hopefully allowing completely custom levels.
Oh, I thought you figured it out when you made your video with the modified replay demos. I think the PSX version's MWD isn't compressed so there's that too. We could just hex-edit the raw data. (I think that'd work, I haven't tried it though.)
I'm currently working on a program that will be a jack of all trades for Frogger modding, since most of these utilities can't be automated right now, here's some progress:
I can automatically convert textures from .VLO to .BMP, and soon I'll be able to convert back. Only issue currently is all the textures are upside down EDIT: I'll make sure to post the source code + download here when it's done.
Last Edit: May 11, 2017 21:13:51 GMT -8 by Kneesnap