Post by drifterthief127 on Jun 29, 2014 20:38:06 GMT -5
Hey, what's up? How are you people this fine day? Today, I am here to give information on the models format of Wild Arms Advanced 3rd for the PS2, released overseas as Wild Arms 3.
While looking at the BTLODT.BIN file on the game disc, I was able to find some contents that I believe might hold character and enemy models. What I discovered were some file extensions placed in some sort of strange path.
.mdl
.msh
.bne
.anm
.bin
.bi2
.adm
.mt1
.mt2
.mth
.dmy
.v1p
.v2p
.bnp
.bnx
.pal
.anp
.bxp
.bx8
.anx
.anz
.mss
.msb
.bwh
And for the format of models themselves is the following.
4ByteNumberofVertexesORunknown
00 40 1E 31
12 04 00 00
4ByteFloatingPointWeight
{4ByteFloatingPointVertexes(X,Y,Z), 4ByteFloatingPointWeight, 4ByteFloatingPointNormalMappings(X,Y,Z), 4ByteFloatingPointWeight, 4ByteFloatingPointTextureUVCoords(U,V), 4ByteFloatPointWeight, 4ByteUnknownInteger}
The models can be extracted from eeMemory.bin in the savestates, but I have to wonder if it would be easier to write something for this that keeps 4140 UV coordinates intact.
While looking at the BTLODT.BIN file on the game disc, I was able to find some contents that I believe might hold character and enemy models. What I discovered were some file extensions placed in some sort of strange path.
.mdl
.msh
.bne
.anm
.bin
.bi2
.adm
.mt1
.mt2
.mth
.dmy
.v1p
.v2p
.bnp
.bnx
.pal
.anp
.bxp
.bx8
.anx
.anz
.mss
.msb
.bwh
And for the format of models themselves is the following.
4ByteNumberofVertexesORunknown
00 40 1E 31
12 04 00 00
4ByteFloatingPointWeight
{4ByteFloatingPointVertexes(X,Y,Z), 4ByteFloatingPointWeight, 4ByteFloatingPointNormalMappings(X,Y,Z), 4ByteFloatingPointWeight, 4ByteFloatingPointTextureUVCoords(U,V), 4ByteFloatPointWeight, 4ByteUnknownInteger}
The models can be extracted from eeMemory.bin in the savestates, but I have to wonder if it would be easier to write something for this that keeps 4140 UV coordinates intact.