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Messages - kamilm122

Pages: [1] 2
1
Tools / Re: HOTD VMC Extractor: A tool to extract textures...
« on: October 30, 2017, 11:55:44 pm »
Leo,

Do you mind making some simple tutorial / lesson-alike about finding 3d geometry and texture related stuff?

Best regards :)

2
Tools / Re: GT2 Car Viewer: A tool to view GT2 cars...
« on: April 21, 2017, 03:05:14 pm »
Hi Leo, great work

I have to ask you, what language do you use to make all these tools? Delphi like before? Do you use some library? If so, what library?

3
Delphi / Fast 3d research tool [video]
« on: April 18, 2017, 11:51:45 pm »
Hi,

Today XentaX fanpage on facebook posted this thing:

http://forum.xentax.com/viewtopic.php?f=33&t=16163

https://www.youtube.com/watch?v=FWP-wuRIP9M

Basically what it does is printing and rendering potential 3d geometry by the given informations like offsets  and counts.
Not sure what exactly is Padding.

It's really worth to try and play with it. Speeds up research progress.
I wonder why i didn't upgrade my hex2obj like that :D.


Regards! :D

4
Random / Re: Wipeout 1 and 2 models needed.
« on: April 18, 2017, 11:44:41 pm »
oh man great thing :D, and there is even a viewer
http://phoboslab.org/wipeout/

5
Tools / Re: TE3MV: A tool to view 3D models...
« on: March 04, 2017, 02:13:16 pm »
<Intensely watching this thread>

Oh man, my dreams came true :D, though i hope i helped just a little bit with my "research attempt". Having models is great, but the animations is the real deal. Along with Tekken 2.

6
Tools / Re: TE1MV: A tool to view 3D models...
« on: February 02, 2017, 10:32:38 pm »
Great work Leo! :D
Can't wait to see you struggling with T3 ^^

7
Tools / Re: TE1MV: A tool to view 3D models...
« on: January 26, 2017, 06:46:51 pm »
Maaaan...


You reminded me that i need to go back to dig into #DMK format of T3.
I completely forgot because of studies. Dang it.

8
Tools / Re: My research attempt
« on: August 02, 2016, 08:26:20 pm »
Pity :( Then I'm really stuck with that.
Don't even know how to recognize important things in that format. Such as offsets...

9
Tools / Re: My research attempt
« on: July 27, 2016, 03:09:29 pm »
*bump* :)

Hey Leo!

If you found that 3DMK document, I'm still interested in that. I'm stuack at the same stage as before, but this time, i got more time for coding.



Regards

10
Tools / Re: My research attempt
« on: June 10, 2016, 02:06:58 pm »
Just a fast reply,

Imho, the most important for my research [both T2 and 3] are actually the ANIMATION files.
The tricky thing is, that back then there wasn't probably skeletal animation [or was then?].
If so, how did they pack it? HOW to recognize animation file format? Is there any way to do that? I'm asking seriously.
I had an idea to mess araound with the save state, where is the model "area" and swap some values, and then test few kicks and punches to achieve our "modded" movement, and bang, i got the right thing.
Is that proper thinking?

11
Tools / My research attempt
« on: June 02, 2016, 08:20:57 pm »
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.


I zeroed few sections [dont have the photo] and that is what came out:


Quick code to convert these 16bit values from offset to offset, to OBJ file and view em:


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

12
Hi Leo!

Man thank you for that! It's awesome that you just really want  to share the code to somebody else :D.
Although I thought that i'll meet the source of BNS extractor but as you said, you can't share it now because of the disk issues, sadly :/.

Leo, do you mind if i could post my tool here [not EXACTLY in this topic] for T3, and other games I'm think I'll be working in the near future?
It would be cool to contribute to such independent place for game/rom-hacking :>

BTW I know its complete off top but few days ago i managed to scratch a bit MAME roms of Tekken series [t2, t3 and TTT]. All of them seems compressed [i guess? I see "damaged" strings inside by viewing them in hex edit, however i have NO IDEA which compression method they have used]. On the other hand, if that would be any known compression, 7-zip could recognize that and unpack contents right? Unfortunately, it can't :/. I can't even find any information about that. At least how to dump roms for MAME and that's all.

13
Hi Leo!

If you could pm me source of your TE2MV or BNS extractor.
I'm researching now Tekken 3 and i'm really close to get the geometry out, but more interesting is the fact, HOW did you differ each data type in single *fighter* section.
I mean, your BNS extractor sorted everything, and then unpacked the stuff to each folder with all the belongings to ie KAZUYA, KAZUYA_2 etc.
Did you make up these file extensions? Because i haven't seen anything similiar to "TMC TTC" and so on.
Of course VB and VH are documented in Sony's developer doc so these weren't that hard to bite.
Nevertheless goemetry is always seen like that:

16bit 16bit 16bit 00 00
16bit 16bit 16bit 00 00
16bit 16bit 16bit 00 00
16bit 16bit 16bit 00 00
...

though I CANNOT imagine how did you get, where is the fragment containing all the animation data!
Bah! Faces, normals, tex coords!
So many questions.

By the way, I just want to note that my method is similiar. I'm also crashing epsxe's savestate in most "flashy" places with hex editor, and then check them, but STILL.
By that, I just know where to search for the info, but not exactly what.

So this is why i'm begging you for the source code :D

14
Tools / Re: TE2MV: A tool to view 3D models...
« on: March 11, 2015, 02:31:12 pm »
Can't wait for the animations :D
BTW Leo, milkshape 3d [quite abandoned 3d modeler] has simple animation file and its documentation on the official site.
http://www.milkshape3d.com/

15
Tools / Re: TE2MV: A tool to view 3D models...
« on: March 10, 2015, 12:28:21 pm »
Really, really great job Leo! Keep it up!

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