sorayahya wrote:Hey guys I have extracted alot of tm2 and have made to easy models anyway the most thing Im looking for is the map models (if there are any) and the font for all the letters and numbers its maybe a texture file or maybe a PGF file(psp font file) or maybe a txt files anyway can anybody try to find that for me because Im trying to edit some stuff with the game files and put them back into the game so please help me
after decrypting BBS1, BBS2 and BBS3 dat, i found more *.pmo files, the map models could be in BBS2.dat, every *.pmo there don't have bones (my script won't work) but from the tex names, it could be (kg10_05ts.tm2, kg10_sky.tm2, etc.)
(to decrypt them you need a CFW PSP, jpcsp rev >1500 and Jpcsp Connector)
i wrote another bms script for extracting *.arc files
the first (0.arc) file has all the font files
cmdfont.clu, FontIcon.mtx, menufont.inf, menufont.clu, menufont.mtx, ...
mtx is the texture file, every letter is 8x8 or 16x16, but it's not TIM2, i can't decode them fully
for the model files, i'm still not able to read them fully, but i'm now able to read any mesh header without errors,
(i use 010 Editor Templates to read them)
here my basic header format:
Code: Select all
short DataCount1;
if (DataCount1 == 0)
{
short DataCount1_1;
}
byte Mesh_unk1;
byte DataSize1;
short Mesh_unk2;
byte Mesh_unk3;
byte MeshType;
byte Mesh_unk4;
byte DataCount2;
byte Mesh_unk5;
byte Mesh_unk6;
byte Mesh_unk7[8];
so far i know 4 MeshType's
0x30, 0x31, 0x40, 0x41
0x30 and 0x40 have a 20 byte header
0x31 and 0x41 have a 24 byte header
all 4 are used in static and deformable mesh, but i'm not able to understand the mesh format,
it seams easy, but i get only junk in my 3D Viewer after exporting to obj
i can't identify what is vertice, normal or uv....
i try to read them as signed shorts, don't know if this is wrong, i'm not good in reversing 3d models.
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short MeshData[DataSize1/2];
Printf("v %d %d %d\n", MeshData[0], MeshData[1], MeshData[2]);