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       #Post#: 195--------------------------------------------------
       Tekken 2: 3D models ripping...
       By: Leo2236 Date: February 27, 2015, 10:02 pm
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       [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:
  HTML http://lgt.createaforum.com/tools-39/tekken-2-bns-extraractor-a-tool-to-extract-tekken2-bns/msg198/#msg198
       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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