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Search found 177 matches
- Mon Jun 02, 2014 5:15 pm
- Forum: General game tools
- Topic: TIM2 Texture Thubnail Provider for Windows Explorer
- Replies: 3
- Views: 3690
Re: TIM2 Texture Thubnail Provider for Windows Explorer
Thank god i dont have to write mine
- Sat May 31, 2014 2:33 am
- Forum: Code Talk
- Topic: Advanced C++: How to read DVD sectors
- Replies: 2
- Views: 2045
Re: Advanced C++: How to read DVD sectors
Figured it out.
Some Hex Editors can read by sector but they often have fixed sizes 512, 1024 and 2048 . The size I seek is 2064 .
Manual labour
Some Hex Editors can read by sector but they often have fixed sizes 512, 1024 and 2048 . The size I seek is 2064 .
Manual labour
- Tue May 27, 2014 12:24 am
- Forum: Code Talk
- Topic: Advanced C++: How to read DVD sectors
- Replies: 2
- Views: 2045
Advanced C++: How to read DVD sectors
Hi guys This is related to my earlier kengo thread . I have figured out a fool proof way to seperating models from animation files as they are currently using similar representations. I played the game in pcsx2 and dumped out the logs from the dvd read. I was able to enter a mode that showed only an...
- Fri May 23, 2014 3:58 pm
- Forum: Old posts
- Topic: Kengo 3 PS2
- Replies: 21
- Views: 18437
Re: Kengo 3 PS2
There is the possibility that the first bone (body) is the root object and has no animation keys as it is moved during the game by the ending (Very common standard of that era)
- Fri May 23, 2014 12:13 pm
- Forum: Old posts
- Topic: Kengo 3 PS2
- Replies: 21
- Views: 18437
Re: Kengo 3 PS2
Thanks a lot for your help so far. I just have one question about Face data needing to skip so many bytes (for example 36 in the previous examples). Is that not some what wasteful? or is other data naturally stored in between the indices. Lastly just based on general experience do you know of any fi...
- Thu May 22, 2014 9:47 pm
- Forum: Old posts
- Topic: Kengo 3 PS2
- Replies: 21
- Views: 18437
Re: Kengo 3 PS2
Te - Hand
Mune - Chest
Hiza - Knee
Kata - Shoulder
Ude - Arm
Kao - Face
Asi - foot
Kosi - loweback/waist/hip
Momo - thigh
Sako - Collar bone/ Clavicle
There are 19 bones if you include BODY_
This was what led me to believe this was a skeleton of some sort.
It says it at x020 (0020h).
Mune - Chest
Hiza - Knee
Kata - Shoulder
Ude - Arm
Kao - Face
Asi - foot
Kosi - loweback/waist/hip
Momo - thigh
Sako - Collar bone/ Clavicle
There are 19 bones if you include BODY_
This was what led me to believe this was a skeleton of some sort.
It says it at x020 (0020h).
- Thu May 22, 2014 7:40 am
- Forum: Old posts
- Topic: Kengo 3 PS2
- Replies: 21
- Views: 18437
Re: Kengo 3 PS2
I wrote the last post while fighting sleep it might be 100% inaccurate. Apologies. I made an assumption that this was an animation file . The format is eerily similar to the 3d objects but halfway it become inconsistent. It is the biggest of all the files hence the most difficult. Any assistance wou...
- Thu May 22, 2014 12:03 am
- Forum: Old posts
- Topic: Kengo 3 PS2
- Replies: 21
- Views: 18437
Re: Kengo 3 PS2
Thank you very much. Going by this logic it seems the first file i gave you isnt an animation file but rather a model file
Face Count
F50 : 112
UV
F70
The vertex count is
2B0 : 58
same "36"
These were the values I got. The image was nonsense. Maybe i made a mistake
Face Count
F50 : 112
UV
F70
The vertex count is
2B0 : 58
same "36"
These were the values I got. The image was nonsense. Maybe i made a mistake
- Wed May 21, 2014 10:24 pm
- Forum: Old posts
- Topic: Kengo 3 PS2
- Replies: 21
- Views: 18437
Re: Kengo 3 PS2
The presence of these many integers in a model file is confusing. Other than faces i see no other uses
- Wed May 21, 2014 8:55 pm
- Forum: Old posts
- Topic: Kengo 3 PS2
- Replies: 21
- Views: 18437
Re: Kengo 3 PS2
After researching the obj file format (ant this forum) i realise this might actually be an obj file so i created and rendered a mesh in unity (see attachment: Looks nothing like anything from the game. Probably a lod file?) from lines 112 - 400 Vx, Vy, Vz, 1 1f, 0, 0, 0 //is this uv? 1, 0, 0, 0 //Th...
- Wed May 21, 2014 7:56 pm
- Forum: Old posts
- Topic: Kengo 3 PS2
- Replies: 21
- Views: 18437
Re: Kengo 3 PS2
From the model file This 80: 6 304 0 0 96: 1 0 0 0 112: 0 5.47021e-008f 2.0202f 1f 128: 1f 0 0 0 144: 1 0 0 0 160: 2.88792f -2.7351e-008f -0.17823f 1f 176: 1f 0 0 0 192: 1 0 0 0 208: 0.892417f 2.74658f -0.17823f 1f 224: 1f 0 0 0 240: 1 0 0 0 256: -2.33638f 1.69748f -0.17823f 1f 272: 1f 0 0 0 288: 1 ...
- Wed May 21, 2014 7:50 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 505
- Views: 317349
Re: Extracting simple models
And last not least you should know the difference between an address and a data byte. Ok i am not always certain on this especially if i am working on a very small file. I assume that an address usually has the same value int,uint,short and ushort. this seems to be the case often and it is usually ...
- Wed May 21, 2014 6:51 am
- Forum: Old posts
- Topic: Kengo 3 PS2
- Replies: 21
- Views: 18437
- Wed May 21, 2014 6:14 am
- Forum: Old posts
- Topic: Kengo 3 PS2
- Replies: 21
- Views: 18437
- Wed May 21, 2014 5:58 am
- Forum: Old posts
- Topic: Kengo 3 PS2
- Replies: 21
- Views: 18437
Re: Kengo 3 PS2
Continuing with my fools chase I have managed to locate a few "TIM2" files i would like to convert these to Bmp or any other format Also I found a few object files, animation files and what i believe to be text files. I would love to translate this game to English. But First things first I...