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#Post#: 457--------------------------------------------------
My research attempt
By: kamilm122 Date: June 2, 2016, 12:20 pm
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Hi
So first of all, about two/three weeks ago I started to make an
app that takes out everything which reminds of 3d model in
tekken 3.
I used the method explained in Tekken 2 topic by Leo.
Simply, I saved the savestate in epsxe, and then i was messing
around with some values that reminded of vertex order.
I've noticed then certain string "3DMK". Before digging in
savestate, i saw it in BNS file, when i thought, that making a
TMD ripper is good idea, but i ignored it [it was a long time
ago].
To prove myself that this string is the header of the model,
I've decided to look for it in hex in the savestate file. Bang!
Two of them only!
So i scrolled a bit, and noticed something which was similiar to
groups of 16 bits, spaced with 00 00s between each.
[center][img]
http://www29.zippyshare.com/scaled/tJfCACjm/file.html[/img][/center]
I zeroed few sections [dont have the photo] and that is what
came out:
[center][img]
http://www29.zippyshare.com/scaled/xRu7zAf8/file.html[/img][/center]
Quick code to convert these 16bit values from offset to offset,
to OBJ file and view em:
[center][img]
http://www29.zippyshare.com/v/bgrbep9z/file.html[/img][/center]
At this point i can only give my small app here if you want to
look fast for similiar cases:
www29.zippyshare.com/v/bIJc6UiM/file.html
Things i DON'T know now [and i don't have that much time to
learn that format]
-where is face indexing
-where are certain offsets for vertices, UVs, animations etc
I'll appreciate any contribution to this, and also, continuation
with Tekken 2 animation data, and model hierarchy
EDIT: I can upload sample 3DMK found in BNS file, if anybody
want to to research like me.
Regards :D
#Post#: 458--------------------------------------------------
Re: My research attempt
By: Leo2236 Date: June 5, 2016, 3:21 pm
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Thanks for the info and the tool as well ;)
BTW I had some infos about "3DMK" structure but unfortunately I
lost it, if I'm not mistake I have backup of that info somewhere
and if I'll find it I'll post it here :)
#Post#: 459--------------------------------------------------
Re: My research attempt
By: kamilm122 Date: June 10, 2016, 6:06 am
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Just a fast reply,
Imho, the most important for my research [both T2 and 3] are
actually the ANIMATION files.
The tricky thing is, that back then there wasn't probably
skeletal animation [or was then?].
If so, how did they pack it? HOW to recognize animation file
format? Is there any way to do that? I'm asking seriously.
I had an idea to mess araound with the save state, where is the
model "area" and swap some values, and then test few kicks and
punches to achieve our "modded" movement, and bang, i got the
right thing.
Is that proper thinking?
#Post#: 460--------------------------------------------------
Re: My research attempt
By: tugaevil15 Date: June 10, 2016, 10:28 am
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If the characters have deformation mesh in acting animations
that means have bones, the same i say in resident evil
characters post somewhere.
Like:
If you see shoulder or arms etc... deforming together that mean
the character have bones (Rig), if characters it seems square
body parts (split) an in animation move pendent means there is
no bones is per animated pendent.
It's a matter of playing the game so I can check if the
character uses bones or not.
#Post#: 466--------------------------------------------------
Re: My research attempt
By: kamilm122 Date: July 27, 2016, 7:09 am
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*bump* :)
Hey Leo!
If you found that 3DMK document, I'm still interested in that.
I'm stuack at the same stage as before, but this time, i got
more time for coding.
Regards
#Post#: 467--------------------------------------------------
Re: My research attempt
By: Leo2236 Date: July 27, 2016, 5:43 pm
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Hi kamilm122!
Sorry but I haven't found anything about 3DMK...
I guess I've lost that info for good :(
#Post#: 468--------------------------------------------------
Re: My research attempt
By: kamilm122 Date: August 2, 2016, 12:26 pm
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Pity :( Then I'm really stuck with that.
Don't even know how to recognize important things in that
format. Such as offsets...
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