Author Topic: My research attempt  (Read 1263 times)

kamilm122

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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
« Last Edit: June 05, 2016, 03:04:31 pm by kamilm122 »
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Leo2236

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Re: My research attempt
« Reply #1 on: June 05, 2016, 11:21:10 pm »
Thanks for the info and the tool as well  ;)

BTW I had some infos about "3DMK" structure but unfortunately I lost it, if I'm not mistake I have backup of that info somewhere and if I'll find it I'll post it here  :)
<a href="http://edmullen.net/flash/clock8.swf" target="_blank" rel="noopener noreferrer" class="bbc_link bbc_flash_disabled new_win">http://edmullen.net/flash/clock8.swf</a>

kamilm122

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Re: My research attempt
« Reply #2 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?

tugaevil15

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Re: My research attempt
« Reply #3 on: June 10, 2016, 06:28:08 pm »
If the characters have deformation mesh in acting animations that means have bones, the same i say in resident evil characters post somewhere.
Like:
If you see shoulder or arms etc... deforming together that mean the character have bones (Rig), if characters it seems square body parts (split) an in animation move pendent means there is no bones is per animated pendent.
It's a matter of playing the game so I can check if the character uses bones or not.
« Last Edit: June 10, 2016, 06:30:17 pm by tugaevil15 »
In WINDOWS 10
Unity 5.6
Cinema 4D

kamilm122

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Re: My research attempt
« Reply #4 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

Leo2236

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Re: My research attempt
« Reply #5 on: July 28, 2016, 01:43:07 am »
Hi kamilm122!

Sorry but I haven't found anything about 3DMK...

I guess I've lost that info for good  :(
<a href="http://edmullen.net/flash/clock8.swf" target="_blank" rel="noopener noreferrer" class="bbc_link bbc_flash_disabled new_win">http://edmullen.net/flash/clock8.swf</a>

kamilm122

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Re: My research attempt
« Reply #6 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...