first you need to unpack the fpk using the fpk unpacker (copy it where the fpk is and run the exe)
so when you unpack the fpk's you get loads of folders and files including ttd ones, ttd are textures packages
so copy the ttd extractor in any folder containing ttd files and run it, it will extract all of them as tim2 psp textures (viewable using Xnview soft)
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[PSP] Fate Unlimited Codes texture extraction
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shadowmoy
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[PSP] Fate Unlimited Codes texture extraction
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Last edited by shadowmoy on Mon Jan 11, 2010 8:19 pm, edited 1 time in total.
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shadowmoy
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Re: [PSP] Fate Unlimited Codes texture extraction
so some others format infos :
the .gmo contains the skeleton + 3d model decomposed in sub mesh :
vertex format i have found :

the .gmo contains the skeleton + 3d model decomposed in sub mesh :
vertex format i have found :
Code: Select all
Type FUC_vec3
!nx
!ny
!nz
!tu
!tv
!x
!y
!z
!w
End Type
i tried on a data block and got a character hand in point rendering mode
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Re: [PSP] Fate Unlimited Codes texture extraction
Hi shadowmoy i think we should ask mr adult because he can extract gmo files from final fantasy dissidia and its in obj and it got its texture
Re: [PSP] Fate Unlimited Codes texture extraction
I really like this game because i really love the anime.I hope we can extract the model of fate stay night and if possible i hope we can mod the game and replace its model
Re: [PSP] Fate Unlimited Codes texture extraction
i get all my friend to come to this thread so that we can identify it
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MrAdults
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Re: [PSP] Fate Unlimited Codes texture extraction
Oh, I hadn't noticed this topic. Well, you can use mesh2rdm (latest version is always on richwhitehouse.com) to extract fpk's like:
mesh2rdm file.fpk outpath
And then you can use it to convert or preview the GMO's that come out of the fpk's (run mesh2rdm with no cmd line for instructions). You can also drag the ttd files onto the mesh2rdm preview window to apply the textures. mesh2rdm doesn't support extracting TTD's though, as they are just collections of TIM2's and I was too lazy to add a proper path for them. You can iterate them with something like this.
mesh2rdm file.fpk outpath
And then you can use it to convert or preview the GMO's that come out of the fpk's (run mesh2rdm with no cmd line for instructions). You can also drag the ttd files onto the mesh2rdm preview window to apply the textures. mesh2rdm doesn't support extracting TTD's though, as they are just collections of TIM2's and I was too lazy to add a proper path for them. You can iterate them with something like this.
Code: Select all
typedef struct ttdHdr_s
{
int numEntries;
int unknownB;
int unknownC;
int unknownD;
} ttdHdr_t;
typedef struct ttdEntry_s
{
int fileSize;
int unknownA;
int unknownB;
int unknownC;
char fileName[64];
} ttdEntry_t;
//load a ttd file
static void Model_GMO_LoadTTD(char *ttdFile, int numMaterials, gmoMat_t *materials)
{
FILE *f = fopen(ttdFile, "rb");
if (!f)
{
return;
}
int len = _filelength(f->_file);
BYTE *ttdBuf = (BYTE *)unpooled_malloc(len, 392);
fread(ttdBuf, 1, len, f);
fclose(f);
ttdHdr_t *hdr = (ttdHdr_t *)ttdBuf;
if (hdr->numEntries <= 0)
{
unpooled_free(ttdBuf);
return;
}
ttdEntry_t *entries = (ttdEntry_t *)(hdr+1);
for (int i = 0; i < hdr->numEntries; i++)
{
ttdEntry_t *e = entries;
BYTE *data = (BYTE *)(e+1);
if (Image_IsTIM2(data, e->fileSize))
{
for (int j = 0; j < numMaterials; j++)
{
gmoMat_t *mat = materials+j;
if (mat->texName &&
!stricmp(mat->texName, e->fileName))
{
Image_PreviewTIM2(data, e->fileSize, NULL, mat->texNum+1);
mat->texUploaded = true;
}
}
}
BYTE *b = (BYTE *)entries;
b = b + e->fileSize + sizeof(ttdEntry_t);
entries = (ttdEntry_t *)b;
}
unpooled_free(ttdBuf);
}Re: [PSP] Fate Unlimited Codes texture extraction
im looking for same thing too ><Aerow wrote:is there any tool to pack the tm2's into a ttd?
I Want to translate the game but I cant find way to repack the tm2 file's
