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| #Post#: 646-------------------------------------------------- | |
| Re: TE2MV: A tool to view 3D models... | |
| By: Heihachi_73 Date: June 14, 2018, 4:49 pm | |
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| Hope I'm not too late to the party, I have only just seen this | |
| site and my mouth dropped when I saw that someone had figured | |
| out how to rip the 3D models! I have been documenting the early | |
| Tekken series animations on and off since 2008; there are around | |
| 3000 different animations in Tekken 2 alone, despite most | |
| characters sharing moves. Note that the animations are | |
| everything from moves, to moving around, standing still, | |
| laying/rolling on the ground, taking damage, being | |
| launched/juggled/thrown, to win/lose animations, and even unused | |
| moves which never made the cut. Note that I have only documented | |
| (not ripped) the animations by looking at the pointers in the | |
| game. | |
| The thing which got me started was not actually the PlayStation | |
| version of Tekken 2, but the original Ver. A arcade release | |
| which was slightly different to the later versions, having less | |
| moves and a few different move notations, some of which were not | |
| even documented in FAQs (most FAQs either covered the more | |
| common Ver.B arcade machine or the PlayStation version). | |
| Just wondering, would the arcade 3D models be the same as (or | |
| similar to) the PlayStation versions? The arcade hardware is | |
| basically a custom PS1-based system with Namco's own sound chip | |
| replacing the Sony one. I have a feeling the data may be | |
| compressed inside the ROMs as even the TIMs don't show up (note | |
| that you have to interleave the ROMs first, otherwise everything | |
| will be garbled). TIMs do show up inside save states and memory | |
| dumps however, as well as on the Tekken 5 disc (tk5data3.bin). | |
| Note that the arcade games do not have a visible file system to | |
| speak of, so there is no reading through ARC/BNS files unlike | |
| the PlayStation games, you would most likely have to read | |
| through (and decompress if necessary) the entire ROM data. It | |
| may be easier to rip things from the first 3 games from the | |
| Tekken 5 PS2 disc, but I don't know if the arcade data is still | |
| there or if they are simply PS2 ports of the arcade games | |
| reusing the old PS1-style graphics (the sound is definitely | |
| redone, mostly using the PS1 sound effects). | |
| While the arcade version of Tekken 2 may (or may not) have | |
| identical 3D models to the PlayStation version, the arcade | |
| version of Tekken 1 has three unique character models - King's | |
| white/red P2 outfit, Law's all-yellow P1 outfit, and Ganryu (all | |
| bosses only had P1 outfits). Tekken 3 is also a completely | |
| different beast on System 12, with a higher poly count, higher | |
| resolution and 3D stages (compared to the flat stage backgrounds | |
| in the PlayStation version) - unfortunately you won't find | |
| Doctor Boskonovitch, Gon or the Tekken Force guys on the arcade | |
| version (Anna is there, although her moves aren't as she was | |
| only a Start button costume swap for Nina). The arcade versions | |
| of Tekken Tag Tournament, Soul Edge and SoulCalibur may also be | |
| similar in design, all three games have 3D backgrounds similar | |
| to Tekken 3. | |
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