Hi
So first of all, about two/three weeks ago I started to make an app that takes out everything which reminds of 3d model in tekken 3.
I used the method explained in Tekken 2 topic by Leo.
Simply, I saved the savestate in epsxe, and then i was messing around with some values that reminded of vertex order.
I've noticed then certain string "3DMK". Before digging in savestate, i saw it in BNS file, when i thought, that making a TMD ripper is good idea, but i ignored it [it was a long time ago].
To prove myself that this string is the header of the model, I've decided to look for it in hex in the savestate file. Bang! Two of them only!
So i scrolled a bit, and noticed something which was similiar to groups of 16 bits, spaced with 00 00s between each.
(http://www29.zippyshare.com/scaled/tJfCACjm/file.html)
I zeroed few sections [dont have the photo] and that is what came out:
(http://www29.zippyshare.com/scaled/xRu7zAf8/file.html)
Quick code to convert these 16bit values from offset to offset, to OBJ file and view em:
(http://www29.zippyshare.com/v/bgrbep9z/file.html)
At this point i can only give my small app here if you want to look fast for similiar cases:
www29.zippyshare.com/v/bIJc6UiM/file.html
Things i DON'T know now [and i don't have that much time to learn that format]
-where is face indexing
-where are certain offsets for vertices, UVs, animations etc
I'll appreciate any contribution to this, and also, continuation with Tekken 2 animation data, and model hierarchy
EDIT: I can upload sample 3DMK found in BNS file, if anybody want to to research like me.
Regards :D