Important information: this site is currently scheduled to go offline indefinitely by end of the year.

Search found 177 matches

by JohnHudeski
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
by JohnHudeski
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
by JohnHudeski
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...
by JohnHudeski
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)
by JohnHudeski
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...
by JohnHudeski
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).
by JohnHudeski
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...
by JohnHudeski
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
by JohnHudeski
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
by JohnHudeski
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...
by JohnHudeski
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 ...
by JohnHudeski
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 ...
by JohnHudeski
Wed May 21, 2014 6:51 am
Forum: Old posts
Topic: Kengo 3 PS2
Replies: 21
Views: 18437

Re: Kengo 3 PS2

Seems like the model files have the same header as the animation files

Model Sample
by JohnHudeski
Wed May 21, 2014 6:14 am
Forum: Old posts
Topic: Kengo 3 PS2
Replies: 21
Views: 18437

Re: Kengo 3 PS2

xentax wont let me upload any of my files

animationSample
by JohnHudeski
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...