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Van Helsing PS2 .bin models
Posted: Mon Feb 07, 2022 10:34 pm
by HardRain
I am here to ask if someone please can help me exporting the contents of .bin files from Van Helsing PS2 game, it contains 3D models and its textures from characters and missions.
Link for downloads:
Characters
https://drive.google.com/file/d/1Yzq9Fd ... sp=sharing
https://drive.google.com/file/d/1pTEdag ... sp=sharing
Level
https://drive.google.com/file/d/145lqwJ ... sp=sharing
Re: Van Helsing PS2 .bin models
Posted: Tue Feb 08, 2022 2:07 pm
by shakotay2
Didn't bother searching for face indices:
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VanHelsing-grp-bin.png
(Small submeshes of about 137 vertices each need to be assembled.)
Re: Van Helsing PS2 .bin models
Posted: Tue Feb 08, 2022 8:19 pm
by shakotay2
collected some submeshes (vertex count 42 may be too low for some of them since I didn't search for the correct value)
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VanHelsing-point-cloud.png
(In the lower part I chose vcount=79, maybe grabbed some normals thus.)
Re: Van Helsing PS2 .bin models
Posted: Wed Feb 09, 2022 8:47 pm
by reh
So it looks like the sequence is UV, Vertices and then the normals.
You may need to create a .bms script to extract the files,
perhaps the file structure appears to be:
Code: Select all
long - number of files
long - starting address
long - unknown
long - unknown
long - name address
long - unknown
long - file size
long - unknown
long - unknown
long - unknown
long - FFFFFFFF?
Re: Van Helsing PS2 .bin models
Posted: Thu Feb 10, 2022 12:22 pm
by shakotay2
reh wrote: ↑Wed Feb 09, 2022 8:47 pmYou may need to create a .bms script to extract the files,
bms scripts are used for decompressing, usually. But I didn't see compressed parts in the grp.bin file. Did I miss something?
Re: Van Helsing PS2 .bin models
Posted: Thu Feb 10, 2022 4:25 pm
by reh
Files are concatenated, if you go to offset 0x5DD8 you will see a list of filenames contained in ND_R01.GRP.bin
I believe that for a better handling of these files it would be easier if they were not in a single file.
Re: Van Helsing PS2 .bin models
Posted: Thu Feb 10, 2022 6:09 pm
by Durik256
Code: Select all
int num_file
int data_offset
int unk //32
for (num_file)
int unk0 //always 0
int offset_name
seek (offset_name) >> string name
int unk1
int size_data
int unk2 //always 0
int unk3
int unk4
int unk5//always -1
int unk6//always 0
seek (data_offset)
Re: Van Helsing PS2 .bin models
Posted: Fri Feb 11, 2022 7:07 am
by shakotay2
reh wrote: ↑Thu Feb 10, 2022 4:25 pm
Files are concatenated, if you go to offset 0x5DD8 you will see a list of filenames contained in ND_R01.GRP.bin
I believe that for a better handling of these files it would be easier if they were not in a single file.
I see the point. Thing is that the character file VANHELSING.GRP.bin contains about 109 small submeshes with 40..80 vertices. Not sure whether dividing up to separate files gives an advantage (maybe some of them are bigger, just used 42 and 79 as quickhack vertex counts for them all, no time to care for it atm).
Maybe level files contain bigger parts. But usually you'd treat levels "undivided".
btw, there's "Created by: JOF2MDL Ver 1.6" in the .bin file. Anyone knows this tool?
well, this one is dead ugly (some details look correct):
.
VanH_deadUgly.png
Re: Van Helsing PS2 .bin models
Posted: Mon Mar 27, 2023 10:06 pm
by roocker666
Hi, I was doing some research(yes, a year later, lol) but I used XBOX files. I think is more easy to understand, I analyzed an enemy "OWL" (OWL_BASE.GRP.bin) so I cut the mesh part(mdl) and pasted this in a new file("OWL_BASE_model"), this was what I found:
With that info I used model researcher, now we have the complete mesh:
But it looks like a mess.. I guess we need to apply the skeleton but I don't know how to do that. Skeleton in "OWL_BASE.GRP" is at 0x49A80.
Some notes:
-OWL_BASE has one mesh, other characters/enemies have more meshes. For example Van Helsing has more meshes for the head(Face, hat, hair. etc), the rest of the body is in one single mesh. You can find a mesh for the shadow too.
-VANHELSING.GRP.bin has meshes for weapons and effects, the model is in "VANHELSING_BASE.GRP.bin" so models for characters/enemies are in "xxx_BASE.GPR.bin" files.
-Textures are DDS so it is easy to extract those.
-There is a table about material(?) before each mesh(mdl).
Here are some samples:
https://www.mediafire.com/file/34hd4fug ... s.rar/file
OK, that is all. I hope this helps a little bit, Thanks for reading all this crap