hi there as a fan of bleach i need to work on this one ^^
so :
- "btlIchigoDokuro.spk" contain the mesh :
vertex indices for tristrip, vertex array as vec3 then seems the normals etc.. are also in separated arrays
-"btlIchigoDokuroImg.spk" contain the mesh textures (dds, not found the header specs actually)
here are sample files:
-- removed --
help would be apprecied
edit : here is the alpha tool i was working on : it extract data from spk textures and mesh blocks as splitted object files, it is still not finished as i am too busy currently)
i suggest you create a folder and put each spk and *img.spk files in it then put the exe and drop the files on it to export it the raw way...
http://www.mediafire.com/?forg5icg91bm55x (executable)
http://www.mediafire.com/?1qcz0y7h7cqz716 (dll file to put with the exe)
(also if mr adult want to add support to this one in noesis i can send him the file specs to add this format support, just drop me a pm)
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[PS3]Bleach Soul Ignition demo SPk container for models
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Re: [PS3]Bleach Soul Ignition demo SPk container for models
quickbms
Code: Select all
findloc start string "\x0\x0\x0\x1"
print "%start%"
goto start
endian big
set i 0
for i
savepos offset
get name basename
string name + _
string name + i
string name + .unk
getdstring one 0x14
get size long
math size + 0x20
log name offset size
math offset + size
goto offset
next i
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Re: [PS3]Bleach Soul Ignition demo SPk container for models
finished texture extractor
3dmodel sample :
the file format is quite easy as it seems to use some ps2 like viftags before each data block ...
3dmodel sample :
the file format is quite easy as it seems to use some ps2 like viftags before each data block ...
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Re: [PS3]Bleach Soul Ignition demo SPk container for models
some good news today i got some free time to work on this format quickly:
the good news :
- bms script no more needed to extract the mesh
- faces are now fixed, no more degenerated ones :op
the bad news :
- one obj is exported for each extracted part so you need to merge the obj together to get the full mesh
- still no skeleton and normals
- materials need to be manually assignated
- i need time to work on this grrrr
Last edited by shadowmoy on Tue Jul 05, 2011 1:54 pm, edited 1 time in total.
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Re: [PS3]Bleach Soul Ignition demo SPk container for models
That doesn't sound too bad, unless there are more complications involved when everything is in pieces lolone obj is exported for each extracted part so you need to merge the obj together to get the full mesh
Re: [PS3]Bleach Soul Ignition demo SPk container for models
What did you use to extract the .spk files?
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Re: [PS3]Bleach Soul Ignition demo SPk container for models
Hereviewtopic.php?f=16&t=6373&p=52389#p52389Pokegear wrote:What did you use to extract the .spk files?
That is a script for QuickBMS.
http://aluigi.org/quickbms.htm
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Re: [PS3]Bleach Soul Ignition demo SPk container for models
That under the detailed methodologyshadowmoy wrote:finished texture extractor
3dmodel sample :
the file format is quite easy as it seems to use some ps2 like viftags before each data block ...
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Re: [PS3]Bleach Soul Ignition demo SPk container for models
I also UNK extract files, I think Mr. chrrox should also extracted, but he did not say the specific methods
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Re: [PS3]Bleach Soul Ignition demo SPk container for models
How do you extract the textures? And is it supported by noesis?
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Re: [PS3]Bleach Soul Ignition demo SPk container for models
I extracted all UNK file, do not you have to extract from other files UNK in itDOTAPRINCE wrote:How do you extract the textures? And is it supported by noesis?
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Re: [PS3]Bleach Soul Ignition demo SPk container for models
I can't quite understand, How do I import the model in 3ds max?
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Re: [PS3]Bleach Soul Ignition demo SPk container for models
I would also like to know how to import in 3dmaxDOTAPRINCE wrote:I can't quite understand, How do I import the model in 3ds max?
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