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 Post subject: Re: FINAL FANTASY TYPE-0 HD PC
PostPosted: Fri Nov 20, 2015 1:45 pm 
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Can anyone tell me how to extract PNG files (for user interface images) from those files? I think they're in .bin format.

need some images for my website works.

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 Post subject: Re: FINAL FANTASY TYPE-0 HD PC
PostPosted: Wed Dec 16, 2015 2:34 am 
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I'm new to this, but I want to ask is there anyway I could change the text of the game, or could someone please tell me the right direction I need to follow? I wanted to do a fan translation in my native language. Thanks!


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 Post subject: Re: FINAL FANTASY TYPE-0 HD PC
PostPosted: Fri Jan 22, 2016 3:43 am 
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I'm willing to pay for anyone that can help me with this. Not a whole lot much but if I can afford I'll probably do.
Currently I use the above script to extract the game files but I have no idea how I can view at least the png files, which is icons/menu/interface images.


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 Post subject: Re: FINAL FANTASY TYPE-0 HD PC
PostPosted: Fri Aug 26, 2016 8:55 am 
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NovaChrystalia wrote:
I'm willing to pay for anyone that can help me with this. Not a whole lot much but if I can afford I'll probably do.
Currently I use the above script to extract the game files but I have no idea how I can view at least the png files, which is icons/menu/interface images.


Try To Use "console texture explorer (psp/ps2)" its hard to use. but may help.

NovaChrystalia wrote:
I'm new to this, but I want to ask is there anyway I could change the text of the game, or could someone please tell me the right direction I need to follow? I wanted to do a fan translation in my native language. Thanks!

hex editor can absolutely do that.

Romangelo wrote:
Can anyone tell me how to extract PNG files (for user interface images) from those files? I think they're in .bin format.

need some images for my website works.

Try To Use "console texture explorer (psp/ps2)" its hard to use. but may help


Last edited by Gh0stBlade on Fri Aug 26, 2016 1:32 pm, edited 2 times in total.
Triple post merge.


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 Post subject: Re: FINAL FANTASY TYPE-0 HD PC
PostPosted: Fri Sep 23, 2016 2:16 pm 
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ultra-n00b
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Is there a script for the models?


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 Post subject: Re: FINAL FANTASY TYPE-0 HD PC
PostPosted: Mon Nov 21, 2016 8:54 am 
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Casedey wrote:
Is there a script for the models?

Explain Your Goal & i'll try to help. email me on hyder61112@gmail.com


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 Post subject: Re: FINAL FANTASY TYPE-0 HD PC
PostPosted: Fri Mar 03, 2017 9:25 am 
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Sorry to bump this, but has anyone managed to get the model extraction script working? I keep getting the error "*ERROR Line 150: Template passed end of file at variable 'unknown01'.
" I've tried it even on p_sword_hi, which was shown extracted in the post with it, but no luck. :/


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 Post subject: Re: FINAL FANTASY TYPE-0 HD PC
PostPosted: Tue Apr 04, 2017 8:00 am 
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Excuse me, I have already extracted the pac files, but where are the models? I think that maybe the models are in bin files, but how to import it into 3dsmax? I'm new here... :)


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 Post subject: Re: FINAL FANTASY TYPE-0 HD PC
PostPosted: Thu Apr 06, 2017 7:47 am 
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EcheloCross wrote:
ShivShubh, quite a few entrys in the .fsd file have 0 sizes. Not sure if they are further down in the package under the same name with a valid size, but if they have a 0 size in the fsd, its possible only their name and the blank fsd entry are still there, just not the file data.

Ker-schploink!
Image

Here is the layout I see so far:
Code:
//--------------------------------------
// File: Final Fantasy Type-0 HD Model Binary Template
// Author: Echelo
// Revision: 0.06 info only
//--------------------------------------

local int i;
local int j;
LittleEndian();

struct MODEL_FILE
{
    struct MODEL_HEADER
    {
        uint unknown01 <bgcolor=0x0000FF>;
        uint unknown02 <bgcolor=0x0000FF>;
        uint vertexInfoPointer1 <bgcolor=0x00FF00>;
        uint unknown04 <bgcolor=0x0000FF>;
        ushort count02 <bgcolor=0xFFCC00>;
        ushort count01 <bgcolor=0xFFCC00>;
        ushort materialCount <bgcolor=0xFFCC00>;
        ushort textureCount <bgcolor=0xFFCC00>;
        ushort count06 <bgcolor=0xFFCC00>;
        ushort count05 <bgcolor=0xFFCC00>;
        ushort count07 <bgcolor=0xFFCC00>;
        ushort count08 <bgcolor=0xFFCC00>;
        uint64 address01 <bgcolor=0xFF8800>;
        uint64 materialInfoAddress <bgcolor=0xFF8800>;
        uint64 textureInfoAddress <bgcolor=0xFF8800>;
        uint64 address04 <bgcolor=0xFF8800>;
        uint64 address05 <bgcolor=0xFF8800>;
        uint64 address06 <bgcolor=0xFF8800>;
        uint64 address07 <bgcolor=0xFF8800>;
        uint64 vertexInfoPointer2 <bgcolor=0x00FF00>;
        uint64 address09 <bgcolor=0xFF8800>;
        uint64 address10 <bgcolor=0xFF8800>;
        uint64 address11 <bgcolor=0xFF8800>;
        uint64 address12 <bgcolor=0xFF8800>;
        uint64 address13 <bgcolor=0xFF8800>;
        uint64 address14 <bgcolor=0xFF8800>;
        uint64 address15 <bgcolor=0xFF8800>;
        uint64 address16 <bgcolor=0xFF8800>;
        uint unknown05 <bgcolor=0x0000FF>;
        ushort modelCount <bgcolor=0x00FF00>;
        ushort unknown06 <bgcolor=0x0099FF>;
        uint unknown07 <bgcolor=0x0000FF>;
        ushort unknown08 <bgcolor=0x0000FF>;
        ushort unknown09 <bgcolor=0x0000FF>;
    } modelHeader;

    if (modelHeader.count01 != 0)
    {
       
        FSeek(modelHeader.address01);
        struct TABLE_01
        {
            for (i = 0; i < modelHeader.count01; i++)
            {
                struct TABLE_01_ENTRY
                {
                    uint unknown01;
                    uint unknown02;
                    uint unknown03;
                    uint unknown04;
                } table01Entry;
            }
        } table01 <bgcolor=0x0099FF>;
    }

    if (modelHeader.materialCount != 0)
    {
        FSeek(modelHeader.materialInfoAddress);
        struct MATERIAL_INFO_TABLE
        {
            for (i = 0; i < modelHeader.materialCount; i++)
            {
                struct MATERIAL_INFO_ENTRY
                {
                    ushort diffuseMapIndex;
                    ushort normalMapIndex;
                    ushort specularMapIndex;
                    ushort unknown04;
                    ushort unknown05;
                    ushort unknown06;
                    ushort unknown07;
                    ushort unknown08;
                    ushort unknown09;
                    ushort unknown10;
                    ushort unknown11;
                    ushort unknown12;
                    ushort unknown13;
                    ushort unknown14;
                    ushort unknown15;
                    ushort unknown16;
                    ushort unknown17;
                    ushort specularLevelMapIndex; //not sure what kind of map this is ??
                    ushort unknown19;
                    ushort unknown20;
                    ushort unknown21;
                } materialInfoEntry;
            }
        } materialInfoTable <bgcolor=0x00FF00>;
    }

    if (modelHeader.textureCount != 0)
    {
        FSeek(modelHeader.textureInfoAddress);
        struct TEXTURE_INFO_TABLE
        {
            for (i = 0; i < modelHeader.textureCount; i++)
            {
                struct TEXTURE_INFO_ENTRY
                {
                    ushort textureWidth;
                    ushort textureHeight;
                    uint textureSize;
                    uint textureAddress;
                    uint unknown04;
                } textureInfoEntry;
            }
        } textureInfoTable <bgcolor=0x00FF00>;
    }

    if (modelHeader.count05 != 0)
    {
        FSeek(modelHeader.address05);
        struct TABLE_05
        {
            for (i = 0; i < modelHeader.count05; i++)
            {
                struct TABLE_05_ENTRY
                {
                    float unknown01;
                    float unknown02;
                    float unknown03; //?? not sure if float as only seen null here
                    byte unknown04;
                    byte unknown05;
                    byte unknown06;
                    byte unknown07;
                } table05Entry;
            }
        } table05 <bgcolor=0x0099FF, comment="fvf table?">;
    }

    if (modelHeader.address06 != 0)
    {
        FSeek(modelHeader.address06);
        struct TABLE_06
        {
            uint unknown01;
            float unknown02;
            float unknown03;
            float unknown04;
            ushort unknown05;
            ushort unknown06;
            uint unknown07;
            uint unknown08;
            uint unknown09;
            uint unknown10;
            uint unknown11;
            float boundingBoxCornerA_xPosition;
            float boundingBoxCornerA_yPosition;
            float boundingBoxCornerA_zPosition;
            float boundingBoxCornerB_xPosition;
            float boundingBoxCornerB_yPosition;
            float boundingBoxCornerB_zPosition;
            uint unknown12;
            uint unknown13;
            uint unknown14;
            uint unknown15;
        } table06 <bgcolor=0x0099FF>;
    }

    if (modelHeader.address07 != 0)
    {
        FSeek(modelHeader.address07);
        struct TABLE_07
        {
            uint unknown01;
            uint unknown02;
            uint unknown03;
            uint unknown04;
            uint unknown05;
            uint unknown06;
            uint unknown07;
            ushort unknown08;
        } table07 <bgcolor=0x0000FF>;
    }

    if (modelHeader.address13 != 0)
    {
        FSeek(modelHeader.address13);
        ushort unknownA;
        ushort table13_count;
        struct TABLE_13
        {
            for (i = 0; i < table13_count; i++)
            {
                struct TABLE_13_ENTRY
                {
                    ushort index;
                } table13Entry;
            }
        } table13 <bgcolor=0x00FFFF>;
    }

    if (modelHeader.vertexInfoPointer1 != 0)
    {
        FSeek(modelHeader.vertexInfoPointer1);
        if (modelHeader.modelCount == 0)
        {
            uint vertexInfoAddress;
            uint vertexInfoCount;
            ushort vertexInfoStride;
            ushort unknown01;
            uint unknown02;
            uint unknown03;
            uint unknown04;
            uint unknown05;
            uint unknown06;
            uint unknown07;
            uint unknown08;
            uint unknown09;
            uint unknown10;
            uint meshPartCount;
       
            /*for (i = 0; i < meshPartCount; i++)
            {
                struct FACE_GROUP_INFO
                {
                    uint faceIndexCountA <bgcolor=0xFFCC00>;
                    uint faceIndexCountB <bgcolor=0xFFCC00>;
                    byte unknownF01 <bgcolor=0x0000FF>;
                    byte unknownF02 <bgcolor=0x0000FF>;
                    byte materialIndex <bgcolor=0xFF00AA>;
                    byte unknownF03 <bgcolor=0x0000FF>;
       
                    struct FACE_GROUP
                    {
                        for (j = 0; j < (faceIndexCountA / 3); j++)
                        {
                            struct FACE_ENTRY
                            {
                                uint triangleIndex0;
                                uint triangleIndex1;
                                uint triangleIndex2;
                            } faceEntry;
                        }
                    } faceGroup;
                   
                } faceGroupInfo <bgcolor=0x879E2B>;
            }
       
            FSeek(vertexInfoAddress);
            struct VERTEX_INFO_ENTRYS
            {
                for (i = 0; i < vertexInfoCount; i++)
                {
                    struct VERTEX_INFO_ENTRY
                    {
                        if (vertexInfoStride == 0x44)
                        {
                            float xPosition;
                            float yPosition;
                            float zPosition;
                            byte unknown01;
                            byte unknown02;
                            byte unknown03;
                            byte unknown04;
                            byte unknown05;
                            byte unknown06;
                            byte unknown07;
                            byte unknown08;
                            uint unknown09;
                            uint unknown10;
                            uint unknown11;
                            uint unknown12;
                            uint unknown13;
                            uint unknown14;
                            byte unknown15;
                            byte unknown16;
                            byte unknown17;
                            byte unknown18;
                            float tu;
                            float tv;
                            float tu1;
                            float tv1;
                            float tu2;
                            float tv2;
                        }
                    } vertexInfoEntry;
                }
            } vertexInfoEntrys <bgcolor=0xFF3300>;*/
        }
        else
        {
            struct MODEL_INFO_ADDRESSES
            {
                for (i = 0; i < modelHeader.modelCount; i++)
                {
                    struct MODEL_ADDRESS
                    {
                        uint64 address;
                    } modelAddress;
                }
            } modelInfoAddresses <bgcolor=0x33FF00>;

            struct MODEL_INFO_ENTRYS
            {
                for (i = 0; i < modelHeader.modelCount; i++)
                {
                    FSeek(modelInfoAddresses.modelAddress[i].address);
                    struct MODEL_INFO_ENTRY
                    {
                        uint vertexInfoAddress;
                        uint vertexInfoCount;
                        ushort vertexInfoStride;
                        ushort unknown01;
                        uint unknown02;
                        uint unknown03;
                        uint unknown04;
                        uint unknown05;
                        uint unknown06;
                        uint unknown07;
                        uint unknown08;
                        uint unknown09;
                        uint unknown10;
                        uint meshPartCount;
                    } modelInfoEntry;
                }
            } modelInfoEntrys <bgcolor=0xCC8800>;
        }
    }
} modelFile;

Excuse me, how did you extract the model of queen?I have already extracted the pac files,but how to import the bin files into 3dsmax?



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