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| #Post#: 195-------------------------------------------------- | |
| Tekken 2: 3D models ripping... | |
| By: Leo2236 Date: February 27, 2015, 10:02 pm | |
| --------------------------------------------------------- | |
| [quote=@kamilm122]Leo | |
| I think it needs separate topic or private talking. | |
| I got facebook and skype, but i'm on skype more often: | |
| kamilm1222 [i don't need to talk via mic, so chat-only is enough | |
| ;)] | |
| facebook: facebook.com/doxy128bit[/quote]Sorry but I don't use | |
| Skype at all nor I like to use Facebook but we can talk here | |
| with no problem :) | |
| [quote=@kamilm122]For now on, i'm focused on tekken 2 mainly. My | |
| main "book of knowledge" is DGTEF from xentax. | |
| The thing is to find something which reminds of some kind of | |
| "table of contents" like folders's list, and i found that. | |
| But i stopped at that, i don't know where offsets could be | |
| hidden to the stuff i want to rip-off.[/quote]The list that | |
| you've found is at offset 0x4A716 in game exe right? My exe is | |
| SLUS_002.13 btw. | |
| [quote=@kamilm122]I was writing my own TMD ripper for general | |
| purposes, to extract TMD from any psx game. Sadly, not many | |
| games uses them that "straight". | |
| Maybe some elements are taken from official sony documentary | |
| (psyq), to operate on data [i don't know, just my thought], but | |
| not everything. | |
| Both in tekken 2 and 3, you can see via some HEX-Editor, when | |
| the main exe file is using typical functions which are | |
| documented in psyq, for loading TMDs and TIMs. | |
| That was my first hint to write TMD extractor, but it failed | |
| because there are no TMDs in main archives. Just TIMs [textures] | |
| and vab files [sound].[/quote]Yeah sadly not many game use | |
| standard PSX TMD cause that would make things much more easier, | |
| beside the fact that the most games use they own 3D formats some | |
| of them also compress they data just like the first Tekken do | |
| with avatar images and 3D models, by the way I was exploring | |
| Tekken files a while ago and wrote depacker a bit buggy though | |
| but once I'll get back to it and finish it I'll release it. | |
| Anyway back to Tekken 2 yesterday after I finish some tool for | |
| RE2 that I was busy with I've decided to take a look at Tekken 2 | |
| 3D models and since we don't know yet how to extract TEKKEN2.BNS | |
| I looked in ePSXe decompressed Save State and have discover some | |
| very useful info about models like vertex, triangle, quad | |
| structure which is almost enough to convert every character and | |
| body part individually to some common format like OBJ one of | |
| the problem is UV's I don't know yet how they work and need more | |
| research. The main priority of course is to write an extractor | |
| for TEKKEN2.BNS that way I would knew where 3D models starts | |
| and ending case right now I don't looking at them just in PSX | |
| RAM. There's also another good news, the 3D models that inside | |
| TEKKEN2.BNS are not compressed which will speed up the hole | |
| process. | |
| Anyway I'll keep searching and if I find anything I'll let you | |
| know ;) | |
| Edit: Good news I think I've found files offsets list, it start | |
| at offset 0x964 and every file info has the following structure: | |
| [code] | |
| {--------------------------------------------------------------- | |
| ---------------} | |
| {File Info 12 Bytes Long | |
| } | |
| {--------------------------------------------------------------- | |
| ---------------} | |
| type | |
| TFileInfo = record | |
| Offset: DWORD; //It's not actual offset to the file but the | |
| sector index, so you'll have to multiply it by 0x800 to get real | |
| offset | |
| Size: DWORD; //Size of the file | |
| Zero: DWORD; // Always Zero | |
| end;[/code] | |
| Theres 400 files if I'm not mistake, that information is already | |
| enough to write the extractor but the extracted files wouldn't | |
| had real names which is really not very important, to extract | |
| files with correct name we'll have to use another list that I | |
| was talking about above. Anyway I'll write the extractor today | |
| or tomorrow, if you don't write it first since you have | |
| programming skills :) | |
| Also one more thing I found some 3D mode inside game exe, by | |
| looking at vertexes only in some tool it's difficult to say what | |
| it is ??? That need to be checked too at some point... | |
| [quote=@kamilm122]So i'm stuck at knowing that i have a key to | |
| the main work, but i don;t know where to search for those damn | |
| offsets... I want to use character animations in the future | |
| project, that's why i want it :P.[/quote]Most likely animations | |
| and actual 3D models are store in separate file but I'm not | |
| completely sure. | |
| Sorry for the late reply ;) | |
| #Post#: 197-------------------------------------------------- | |
| Re: Tekken 2: 3D models ripping... | |
| By: Abohack Date: March 1, 2015, 2:59 am | |
| --------------------------------------------------------- | |
| Hey buddy | |
| I'm so happy that you are working on Tekken 2 files and | |
| specially it's models. I was trying to work on this game and I | |
| just could change it's textures with TIM2VIEW tool on | |
| TEKKEN2.BNS. | |
| thanks alot | |
| #Post#: 199-------------------------------------------------- | |
| Re: Tekken 2: 3D models ripping... | |
| By: Leo2236 Date: March 1, 2015, 3:44 pm | |
| --------------------------------------------------------- | |
| I'm glad to know that other people have interest in Tekken 2 :) | |
| By the way here's the tool that I was talking about above, just | |
| have finish it: | |
| http://lgt.createaforum.com/tools-39/tekken-2-bns-extraractor-a-tool-to-extract… | |
| I guess now I'm gonna do more research on the 3D models I still | |
| have to find were/how the game store it UV's and some other | |
| stuff as well like animations... | |
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