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Re: [Request] Kingdom Hearts Birth By Sleep models
Posted: Wed Sep 15, 2010 9:39 am
by Aurangzeb56
The contents of this post was deleted because of possible forum rules violation.
Re: [Request] Kingdom Hearts Birth By Sleep models
Posted: Wed Sep 15, 2010 8:16 pm
by eycaramba
I am not really interested in this game, but what a quick 3-minute look resulted in is:
Code: Select all
long ID
long Unknown (ArchiveVersion?)
long[3] null
res{
long Offset
long Size
long Unknown (FileID?)
long[5] Name
}
Anyone with a bit experience in archives can make a BMS script in no time xD But I don't feel like it at the moment lol sorry ^^
You could even extract it in a simple hex editor by hand, no compression is applied.
Re: [Request] Kingdom Hearts Birth By Sleep models
Posted: Wed Sep 15, 2010 9:51 pm
by ChrisSquareFan
Sorry to keep you waiting
. I'm at the point of extracting textures from KH1 mdls files.
Until now i managed to export:
geometry, bones, UVs, normals (the normals are still flipped though).
Here's a Jasmine with a stupid texture (sorry, no working textures yet).
File here:
http://filebeam.com/a818eb5b5d03198037488b35120537b6
After i get the textures right you'll have the exporter to play with ^^
Re: [Request] Kingdom Hearts Birth By Sleep models
Posted: Wed Sep 15, 2010 9:52 pm
by ultimaespio
...Is that a picture of Cloud that she's using? lol
Re: [Request] Kingdom Hearts Birth By Sleep models
Posted: Wed Sep 15, 2010 9:55 pm
by ChrisSquareFan
it sure is
Re: [Request] Kingdom Hearts Birth By Sleep models
Posted: Thu Sep 16, 2010 5:16 am
by Zerox
Awesome. =D That's fantastic progress. One large step closer to BBS models. I have the highest faith in you ChrisSquareFan. I'm stoked. =D
Re: [Request] Kingdom Hearts Birth By Sleep models
Posted: Fri Sep 17, 2010 9:21 am
by ChrisSquareFan
i'm happy you are ^^
Re: [Request] Kingdom Hearts Birth By Sleep models
Posted: Fri Sep 17, 2010 9:06 pm
by ChrisSquareFan
ok, can anyone share some info on how to read the color (RGBA) stored in tim2 files?
i tried the "normal" way but a i get a the same imaged tiled 4x4 and no color whatsoever.
maybe i have to read 4 blocks of data to get the color?
Re: [Request] Kingdom Hearts Birth By Sleep models
Posted: Sat Sep 18, 2010 12:04 pm
by sprayer
ChrisSquareFan fbx for what program? because on max 2008,2011 don't work skin
tim2 you can open in xnview-but alpha dont work, or noesis.
or you asking about something else?
Re: [Request] Kingdom Hearts Birth By Sleep models
Posted: Sat Sep 18, 2010 3:53 pm
by Zerox
Noesis is the only program that I know of that can read .Tm2 files properly. Why not ask Mr. Adults directly for help on that? He did say all the stuff the program uses to convert things is in the .dll that comes with it. Maybe there is some way to examine that for the information you need?
Re: [Request] Kingdom Hearts Birth By Sleep models
Posted: Sun Sep 19, 2010 2:17 am
by valvoga
That is awesome ChrisSquareFan
I think you should ask MrAdults about tm2 file
Re: [Request] Kingdom Hearts Birth By Sleep models
Posted: Sun Sep 19, 2010 5:33 am
by shadowmoy
ChrisSquareFan wrote:ok, can anyone share some info on how to read the color (RGBA) stored in tim2 files?
i tried the "normal" way but a i get a the same imaged tiled 4x4 and no color whatsoever.
maybe i have to read 4 blocks of data to get the color?
can you post some file sample i think i could help you on it, just fixed my own function to load then in opengl ^^
Re: [Request] Kingdom Hearts Birth By Sleep models
Posted: Sun Sep 19, 2010 10:31 am
by MrAdults
A quick google shows this which I'm pretty sure is everything you need to know regarding tm2:
http://dutils.googlecode.com/svn-histor ... mage_tm2.d
See
http://dutils.googlecode.com/svn-histor ... ple_image/ for referenced functions.
Re: [Request] Kingdom Hearts Birth By Sleep models
Posted: Sun Sep 19, 2010 11:17 am
by ChrisSquareFan
Thanks!
Re: [Request] Kingdom Hearts Birth By Sleep models
Posted: Mon Sep 20, 2010 10:13 am
by ssjkeigo
Falo wrote:ultimaespio wrote:Oh, that model is the Fairy Godmother
Going by the textures that is lol.
If its needed, i can forward you towards the Crisis Core format, but i think its really out of date now.
Falo, what did you use to extract the PMO and TIM2 files?
any Hex Editor should work.
here 2 quickbms scripts,
extract_pmo.txt should extract 858 PMO's,
extract_tm2_from_pmo.txt extracts all tm2 files from any PMO.
the biggest PMO is #424 (Terra-Xehanort)
the script is not complete, it uses ((BONOffset - Offset) + 32 + (BoneCount * 160)) to calculate Size, this will not work for pmo's without bones
until i know how to read the mesh it's the only solution.
is there a function that uses the txt's you provided? im clueless. you said any hex editor right? im on HxD and totally clueless.