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Fatal Frame Character Models

Post questions about game models here, or help out others!
Tennyo
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Post by Tennyo »

The contents of this post was deleted because of possible forum rules violation.
fatduck
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Post by fatduck »

I am not trying to be rude but I would really surprise if anyone would really download a 2G file for not even sure if that is the right one!? At least not for me!

That why I already suggest you to cut them into a small pieces and upload them here. There are not need to be a full data at this stage!

The most important thing is get others in interest! Well, Good luck!
Tennyo
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Post by Tennyo »

I'm doing only as was suggested by Fox. *frowns* Especially given that there would be too many small peices to upload here if the limit is barely 256kb.
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sababa
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Post by sababa »

http://www.tzfiles.com

instant registration, direct links to download, 500mb limit at once I believe

:)
Tennyo
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Post by Tennyo »

Why are you giving me a link there? These files are already uploaded.
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Post by mariokart64n »

Just want to say first, I don't know how to code, or program. I've only just used a hexeditor before, so all I know is how to open a file up

Anyway taking a look at fatal frames files, obviously the HUGE 1.07GB file is holding all the game models and textures. searching the string "TIM2" there are lots of instances ^_^ so now I can generate a small offset list :)

you wonder how this helps. well if I have a bunch off absolute offsets, then all I have to is post the top header of the large file. really no more then 256kb of it is needed. then this is the first step of getting raw file extraction

Though I strongly feel that there is no offset header in the large file, as there are two BINs
IMG_BD.BIN 1.07GB
IMG_HD.BIN 14.8kb

Image
I'm betting the other bin is an index to that larger file.

So here is a bunch offsets taken from "IMG_BD.BIN" of some TIM2 files. and along with that the top portion of the larger file.

I hope this helps in some way :P
IMG_BD.BIN 1.07GB wrote:01370F70 tm2 texture
01374CB0 tm2 texture
01378020 tm2 texture
01390020 tm2 texture
013A8020 tm2 texture
013C0020 tm2 texture
013D8020 tm2 texture
013F0020 tm2 texture
01408020 tm2 texture
01450020 tm2 texture
01498020 tm2 texture
014E0020 tm2 texture
01528020 tm2 texture
01570020 tm2 texture
015B8020 tm2 texture
015D8460 tm2 texture
015E04E0 tm2 texture
015E4920 tm2 texture
015F0020 tm2 texture
01638020 tm2 texture
01658460 tm2 texture
01660040 tm2 texture
016608C0 tm2 texture
01661100 tm2 texture
01661940 tm2 texture
016699C0 tm2 texture
0166DE00 tm2 texture
01671E80 tm2 texture
01675F00 tm2 texture
01676F80 tm2 texture
016873C0 tm2 texture
01690020 tm2 texture
01698020 tm2 texture
016A8460 tm2 texture
016B8040 tm2 texture
016D8480 tm2 texture
016DC8C0 tm2 texture
016E0D00 tm2 texture
016E9140 tm2 texture
016F1580 tm2 texture
016F59C0 tm2 texture
016F7E00 tm2 texture
016FA240 tm2 texture
016FC680 tm2 texture
016FEAC0 tm2 texture
01708050 tm2 texture
01728490 tm2 texture
0172C8D0 tm2 texture
01730D10 tm2 texture
01739150 tm2 texture
01741590 tm2 texture
017459D0 tm2 texture
01747E10 tm2 texture
0174A250 tm2 texture
0174C690 tm2 texture
0174EAD0 tm2 texture
01750F10 tm2 texture
Image

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sababa
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Post by sababa »

I took a quick look but i'm just learning about these things as well...
I recommend reading the "guide to file archive exploration pdf" on teh main xentax.com website

It has some sample and common file structures to look for, for examples, the first 4 bytes could be a grais, then the next 4 bytes tells how many files in the archive, then the next 4 bytes tell the offset of the first file.. then the filesize of the file in the archive.. and so forth

good luck
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Post by mariokart64n »

I did quickly look for those things, along with the offsets I posted. but came out with nothing, therefore I'm just merely handing this over.
Tennyo
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Post by Tennyo »

Trying to do this myself given my time constraints (I hate work) it's become difficult for me to do these extractions myself right now. I'll have to find a day that I can spend entirely engrossing in trying to get this done.
Tennyo
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Post by Tennyo »

Mario_Kart wrote:I did quickly look for those things, along with the offsets I posted. but came out with nothing, therefore I'm just merely handing this over.
Here's a new problem that has arised that I'm still trying to get the technojargon to set in... How do I extract the textures from the game and not have them look like 6-color graphics?

I'd like to manage to extract the textures as they were when they're seen in the game (16/32 bit graphics) otherwise they're going to be a bit cartoony and not viable for the reason I need them.
mariokart64n
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Re: Fatal Frame Character Models

Post by mariokart64n »

Well it's been 3 years lol Don't think I got any smarter, but hopfuly slightly more educated on this stuff.

OK, soo lets go over what I've been able to do. and also thanks to chrrox for showing me how to use maxscript

right, I looked again at that large BIN file, discovered that the offsets to the file locations are stored in a seperate BIN file. but no names :(
I looked around the ELF file for the game, and discovered that the names are indexed in the executable :) yay... though wasn't able to figure out the folder system.. its indexed a bit different, ohwell.

Dumped the files, and got alot of new file extensions. Though ironically they're all the same generic file container.. so also had to split each dumped file.. then I got lots of interesting stuff..

I believe the models and textures are stored in the MDL files. I wrote a maxscript importer to get the geometry, but all I can get are the verts. when I attempt to draw faces, they're all over the place. already tried triList and triStrip method, neither worked for me :(

Can someone please help me, see if they can render faces correctly?

for now I'm just working from a small sample from in the MDL.
(you can find that sample, and my scripts attached to the ned of the post)

verts are at: 0x0171
norms are at: 0x0250
faces are at: 0x040C

the structure of the sample is quite easy
its like;
bones
materials
verts
norms
faces
texture coordinates (i hope)

I haven't fully figured out how the file indexes to each section, or how its looped properly.

also you can find all the MDL's from FatalFrame1 zipped here
http://www.mediafire.com/?igrg7215dd5nlni

thanks for reading

-mariokart64n
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Maxscript and other finished work I've done can be found on my DeviantArt account
FurryFan
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Re: Fatal Frame Character Models

Post by FurryFan »

I think the file is slightly different than you have described. This game uses the RenderWare engine, which is quite complex as in other RW games, some models uses face index triangles but are converted to Playstation 2 tristrips "on the fly". In this game some of the files also indeed have the same vertexes 2 times, once at the beginning of the file in the long list and once in the middle to end of the file. Vertexes are found after this header: 00 00 00 20 40 40 40 40 01 80 XX 78
where XX is the number of Vertexes. But even one file is not consistent with each other as some have a vertex's respective normal, right after each vertex, while some are just vertexes, while others a short string of normals after the above mentioned header before switching, to Vertex-Normal. I have seen the excat header "00 00 00 20 40 40 40 40 01 80 XX 78" in more than 12 other PS2 games as headers like that are a sony PS2 tristrip format, however the additon of RW stuff makes this file hard to anyalzye.
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mariokart64n
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Re: Fatal Frame Character Models

Post by mariokart64n »

hm, well that sucks lol

guess I'd better switch to an easier game, atleast I got a bit farther then I did 3years ago :P
Maxscript and other finished work I've done can be found on my DeviantArt account
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sidneymadmax
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Re: Fatal Frame Character Models

Post by sidneymadmax »

as someone who will have to up load these models in 3ds or obj format because I do not see this format with him
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