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[PSP] Monster Hunter Portable 3rd *.pmo
Posted: Sun Oct 25, 2009 9:23 am
by eycaramba
Hey all,
Game: Monster Hunter Portable / Freedom (any; 2, 2nd G, Unite)
Platform: PSP
Model format: PMO
Texture format: TMH (already editable)
PMO files contain TMH as well, so I highly assume they are the models.
Examples:
http://vuvu.bplaced.net/MHP3rd/mhp3pmo.zip
Please take a look at it! Custom Models would be so great!
I gathered some info from a buddy, maybe it helps:
there are
6 vector headers
lenght 0x30
starting @ 0x10
and 6 vector type identifiers
lenght 0x10, starting ò 0x190
and i can split vectors too
the split code is
1E 7F 7F 1E
can you see it?
1E 7F separates coordinates, 1E 7F 7F 1E separates vector points
kind regards and thank you,
Vuze
Re: Monster Hunter Portable Series *.pmo
Posted: Thu Oct 29, 2009 1:57 pm
by fatduck
TMH is a texture package and pmo is 3d package!?
TMH format is simple, a set of gim images with custom header. I only spend 15mins to figure it!
Code: Select all
struct TMH_Header {
char[8] ResID
dword numGIMImage
dword pad0
}
struct GIM_Image {
dword GIMsize
dword_3 GIMFlags
struct Gim_data {
dword DataSize
dword flag
dword ImageType
word Width
word Height
<Data>
}
struct GIM_Palette {
dword PaletteSize
dword flag
dword PaletteType
dword ColorCount
<palette color>
}
}
PMO format
Code: Select all
dword numRes
struct ResIndex {
dword ofsResStart
dword ResLength
}
Re: Monster Hunter Portable Series *.pmo
Posted: Thu Oct 29, 2009 3:26 pm
by eycaramba
K cool, thanks
But how do I use your script/program
Sorry for being noob v_v
Re: Monster Hunter Portable Series *.pmo
Posted: Thu Oct 29, 2009 3:34 pm
by chrrox
Re: Monster Hunter Portable Series *.pmo
Posted: Thu Oct 29, 2009 3:36 pm
by eycaramba
I did, but it says "Invalid command 'struct' at line 1" etc.
Re: Monster Hunter Portable Series *.pmo
Posted: Thu Oct 29, 2009 3:41 pm
by chrrox
I mean write a quickbms script from the information he sent you or make an image converter.
this is just the format information
Re: Monster Hunter Portable Series *.pmo
Posted: Thu Oct 29, 2009 3:42 pm
by eycaramba
Oh lol xD
Well, I would but I don't know how xD
Re: Monster Hunter Portable Series *.pmo
Posted: Mon Nov 02, 2009 2:23 pm
by eycaramba
Sorry for bumping, but could anyone please write an extractor / converter for TMH
Please!
Re: Monster Hunter Portable Series *.pmo
Posted: Mon Nov 02, 2009 6:22 pm
by GameZelda
@fatduck: did you try to convert the images? I tested it a while ago, but I got a messed up image...
Re: Monster Hunter Portable Series *.pmo
Posted: Wed Nov 04, 2009 11:43 pm
by fatduck
Yes, I can convert them without any problem! Do you know you have to read in 16*8 block!?
Here is my converted images
Re: Monster Hunter Portable Series *.pmo
Posted: Thu Nov 05, 2009 8:18 am
by eycaramba
O_o
You rock man!
Can you give me a short instruction on how to convert them please?
And maybe how to convert them back?
ZOMG Awesome xD
Re: Monster Hunter Portable Series *.pmo
Posted: Sun Nov 08, 2009 6:15 pm
by eycaramba
Sry for Double Post, but I finally was able to extract the Single images from a tmh ^•^
the question now is: how to create a gim file outta them?
What exactly do I have to do with my file starting with 30020200 and ending with DEBE74FF?
(first image with Palette from the example tmh I provided)
Re: Monster Hunter Portable Series *.pmo
Posted: Sat Aug 14, 2010 10:34 pm
by TheReaperCooL
Rise from the ashes, very old thread! (or sorry for bumping this thread up)
Hello there all! I'd like to extract pmo-s and tmh-s as well, but I don't know how to write a proper code for this. Can someone send me a script or something to extract these files, or write a very detailed guide? I'm über n00bish in these things.....
Re: Monster Hunter Portable Series *.pmo
Posted: Tue Jan 18, 2011 12:48 am
by codestation
BUMP
, i am looking too for a way to convert those pmo files from Monster Hunter Portable 3rd into something that can load in a 3d viewer/editor like blender or other. I managed to extract from those containers (lets call them .pak files for now) some binary files, pmo files and tmh files (who contain gim images).
With the tmh files i dont have problems as i can extract the images to something editable (png), then convert them back to gim files and repack into the tmh container, but i want something more than texture modding so i am here looking for hints about the pmo file (and the other bin file that idk what is for).
Attachments: Jinouga .pak file
pak file
http://www.mediafire.com/?misem3psi04zlod
pak file broken in parts
http://www.mediafire.com/?ggfh5bukpvga5mv
Re: Monster Hunter Freedom/Portable Series *.pmo
Posted: Sun Oct 16, 2011 9:01 am
by eycaramba
I gathered some info from a buddy, maybe it helps:
there are
6 vector headers
lenght 0x30
starting @ 0x10
and 6 vector type identifiers
lenght 0x10, starting ò 0x190
and i can split vectors too
the split code is
1E 7F 7F 1E
can you see it?
1E 7F separates coordinates, 1E 7F 7F 1E separates vector points
Please! Somebody take a look at it