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 Post subject: [PC] Tales of Beseria - .dps, .dc5, and .dat files
PostPosted: Sun May 13, 2018 7:46 pm 
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The files are extracted from the .TLDAT file from a DLC pack, they could possibly be all model files.
Attachment:

.dps files are found in TOMDLB_D folder, .dc5 and .dat files are found in TOMDLP_P folder.
The model itself is not the only thing I needed, the bones of the model are inside in one of the file types (.dps, .dc5, and .dat) and when the bones-like files are found, they have to be converted!

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 Post subject: Re: [PC] Tales of Beseria - .dps, .dc5, and .dat files
PostPosted: Tue May 15, 2018 2:29 pm 
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I was able to find the model data easily for some of the dat files, but no luck with ".dc5" files.

Here is "00000000000000a3.dat" for example.

Image

For "00000000000000c6.dc5" these should be the correct values, but it doesn't work.

Image

As you can from the ss, the first float is always NaN, and actually the next 2 floats look like uvs. Vertex positions might be somewhere else in the block, but I couldn't find them. The block size isn't that big anyway, so it might be that they are not floats.

I hope someone can help me with this.

Edit :

I noticed this immediately after posting. For the first dat with 52 bytes blocks, the UVs are right after "FF FF FF FF". In the "dc5" files the blocks start with "FF FF FF FF" and like I said it is probably followed by uvs.

So it is like the ".dc5" files have blocks that are missing the first 24 bytes. It felt relevant, so I wanted to note this.

Edit 2 :

Nevermind, I got it working.

Image

The format isn't that hard, but it is troublesome that the model data is scattered across multiple files. I have found the vertex positions/normals in the dpd file, and uvs/indices are in dc5.

Also vertex block lengths are chaotic in dpd files. It started out with 28 bytes, then switched to 32 bytes, and lastly 36 bytes. This is for the vertex blocks of a single object.

Maybe I can write a tool for this, but not many people seem to be interested in this game/series.


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 Post subject: Re: [PC] Tales of Beseria - .dps, .dc5, and .dat files
PostPosted: Thu May 17, 2018 3:08 am 
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I'll probably make good use out of a tool that can extract models directly from the game. I already extracted all base models form the game using Ninja Ripper at the time, even rigged up the main cast customly with the help of a third party, though grabbing out the raws would be a definitely nice thing. At the very least I'd support someone doing such a thing.


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 Post subject: Re: [PC] Tales of Beseria - .dps, .dc5, and .dat files
PostPosted: Thu May 17, 2018 9:17 am 
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kurokairaku wrote:
even rigged up the main cast customly with the help of a third party

That sounds like a lot of work. If I make a tool, I am planning to add skeleton support too.

I have some free time next week. So I will take a look, and might possibly start working on a tool.



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