The First Templar (*.bin files)

Post questions about game models here, or help out others!
User avatar
Tosyk
double-veteran
double-veteran
Posts: 1007
Joined: Thu Oct 22, 2009 10:24 am
Location: Russia, Siberia
Has thanked: 254 times
Been thanked: 131 times
Contact:

The First Templar (*.bin files)

Post by Tosyk »

In searching of meshes i found an interesting mention about granny format in binassets.hpk, but all files are in archives with bin extension and looks like they are not encrypted. Here all files from binassets.hpk except animations.bin.

can someone handle those bins?
Thank you for all you do here
my blog | my forum
User avatar
delutto
veteran
Posts: 153
Joined: Sat Apr 16, 2011 5:20 am
Has thanked: 49 times
Been thanked: 14 times

Re: The First Templar (*.bin files)

Post by delutto »

It seems they contain files "GR2".
MichaelDarkAngel
mega-veteran
mega-veteran
Posts: 267
Joined: Thu Nov 04, 2010 11:25 pm
Location: Somewhere, out there... But, not quite here...
Has thanked: 133 times
Been thanked: 165 times
Contact:

Re: The First Templar (*.bin files)

Post by MichaelDarkAngel »

Based on just looking at the files, none of this has yet been fully tested.

"report.csv"

Most important part of this file is the last bit of each line. The number at the end of each line is the byte size of the vertex data block contained in "meshes.vb.bin"
Secondly important is the section prior to that number. This includes the name of the model.

"meshes.gr2.bin"

Contains blocks of granny information for each model. Each block appears to follow this structure:

Code: Select all

Byte    Type         Description
Count
0000 -- Int32     -- Block size
0548 -- Float (6) -- Bounding Box
0572 -- Int32     -- Number of Verts
0576 -- Int32     -- Number of Indices
"meshes.ib.bin"

Contains blocks of face information. Starting from the beginning of each block read a number of UInt16 equal to the Number of Indices from the gr2 file. What is hard for me to explain is the variable amount of 00 byte padding at the end of each block.

"meshes.vb.bin"

Contains blocks of vertex information. Starting from the beginning of each block read a number 24 byte blocks equal to the Number of Verts from the gr2 file. Inside that 24 byte block is the vert position and tvert position for each vertex. Once again there is a variable amount of 00 byte padding at the end of each block. However, because of the "report.csv" file, we know the exact size of each block.

At this time, I can only assume that vert and tvert positions are being stored as Int16s somewhere in that 24 byte block, but I don't have a lot of time right now to do further testing.

HTH,
Image
MDA

Like TBotR on Facebook
ARchive_neXt v4.03.27.0 Now Available!

"I intend to leave a memory of myself in the minds of others."
Leonardo da Vinci,
disciple of experience
User avatar
Tosyk
double-veteran
double-veteran
Posts: 1007
Joined: Thu Oct 22, 2009 10:24 am
Location: Russia, Siberia
Has thanked: 254 times
Been thanked: 131 times
Contact:

Re: The First Templar (*.bin files)

Post by Tosyk »

MichaelDarkAngel wrote:Based on just looking at the files, none of this has yet been fully tested...
Thanks for your researches.
I check out this files too, very interesting storing of date :? so, any chance you have a time to help me with converting those files?
Thank you for all you do here
my blog | my forum
MichaelDarkAngel
mega-veteran
mega-veteran
Posts: 267
Joined: Thu Nov 04, 2010 11:25 pm
Location: Somewhere, out there... But, not quite here...
Has thanked: 133 times
Been thanked: 165 times
Contact:

Re: The First Templar (*.bin files)

Post by MichaelDarkAngel »

I generally don't do anything for games I don't own... So I bought it this morning :D

I'll be looking at it a little more intently over the next few days. Keep a watchful eye for something in the near future.
Image
MDA

Like TBotR on Facebook
ARchive_neXt v4.03.27.0 Now Available!

"I intend to leave a memory of myself in the minds of others."
Leonardo da Vinci,
disciple of experience
MichaelDarkAngel
mega-veteran
mega-veteran
Posts: 267
Joined: Thu Nov 04, 2010 11:25 pm
Location: Somewhere, out there... But, not quite here...
Has thanked: 133 times
Been thanked: 165 times
Contact:

Re: The First Templar (*.bin files)

Post by MichaelDarkAngel »

Think I've finally gotten the file structure under control. And of course the easiest thing to pick out are the image files

Image

Click for larger image

Continuing on...
Image
MDA

Like TBotR on Facebook
ARchive_neXt v4.03.27.0 Now Available!

"I intend to leave a memory of myself in the minds of others."
Leonardo da Vinci,
disciple of experience
User avatar
Tosyk
double-veteran
double-veteran
Posts: 1007
Joined: Thu Oct 22, 2009 10:24 am
Location: Russia, Siberia
Has thanked: 254 times
Been thanked: 131 times
Contact:

Re: The First Templar (*.bin files)

Post by Tosyk »

MichaelDarkAngel wrote:Think I've finally gotten the file structure under control. And of course the easiest thing to pick out are the image files
Continuing on...
Oh wow :o even with file names :mrgreen:
this game have very quality texture of characters, will be nice to see the models too

thanks for your work :wink:
Thank you for all you do here
my blog | my forum
MichaelDarkAngel
mega-veteran
mega-veteran
Posts: 267
Joined: Thu Nov 04, 2010 11:25 pm
Location: Somewhere, out there... But, not quite here...
Has thanked: 133 times
Been thanked: 165 times
Contact:

Re: The First Templar (*.bin files)

Post by MichaelDarkAngel »

Now that I've gotten into this a little deeper, I've discovered that the model files are a little more complicated than my first glance led me to believe.

The report.csv file references both static meshes and animations. The last column of the csv file is still a block size, however, when referencing a static mesh its a block size in the meshes.vb.bin file, when referencing an animation its a block size in the animations.bin file.

That apparently makes the first column of the csv file more important now. If the text in that column starts with a drive letter as opposed to just a folder name that means we are looking at an animation.

I'm getting there, hopefully only a day or two more.
Image
MDA

Like TBotR on Facebook
ARchive_neXt v4.03.27.0 Now Available!

"I intend to leave a memory of myself in the minds of others."
Leonardo da Vinci,
disciple of experience
MichaelDarkAngel
mega-veteran
mega-veteran
Posts: 267
Joined: Thu Nov 04, 2010 11:25 pm
Location: Somewhere, out there... But, not quite here...
Has thanked: 133 times
Been thanked: 165 times
Contact:

Re: The First Templar (*.bin files)

Post by MichaelDarkAngel »

First model files exported from game files and imported into 3DSMax.

Image
Click image for larger view

More images will be in my gallery soon. Still working out some bugs in the export process. Still looking for material information.
Image
MDA

Like TBotR on Facebook
ARchive_neXt v4.03.27.0 Now Available!

"I intend to leave a memory of myself in the minds of others."
Leonardo da Vinci,
disciple of experience
User avatar
Tosyk
double-veteran
double-veteran
Posts: 1007
Joined: Thu Oct 22, 2009 10:24 am
Location: Russia, Siberia
Has thanked: 254 times
Been thanked: 131 times
Contact:

Re: The First Templar (*.bin files)

Post by Tosyk »

MichaelDarkAngel wrote:First model files exported from game files and imported into 3DSMax.

Image
Click image for larger view

More images will be in my gallery soon. Still working out some bugs in the export process. Still looking for material information.
Nice work MichaelDarkAngel,
i see you already implemented possibility of model converting and this is great i think. Tell me please, is there a way to convert character models with their bones and weight data?
Thank you for all you do here
my blog | my forum
MichaelDarkAngel
mega-veteran
mega-veteran
Posts: 267
Joined: Thu Nov 04, 2010 11:25 pm
Location: Somewhere, out there... But, not quite here...
Has thanked: 133 times
Been thanked: 165 times
Contact:

Re: The First Templar (*.bin files)

Post by MichaelDarkAngel »

Tosyk wrote:Nice work MichaelDarkAngel,
i see you already implemented possibility of model converting and this is great i think. Tell me please, is there a way to convert character models with their bones and weight data?
This should be a possibility, all the important information is stored in the gr2 file. I just haven't made it that far yet.
Image
MDA

Like TBotR on Facebook
ARchive_neXt v4.03.27.0 Now Available!

"I intend to leave a memory of myself in the minds of others."
Leonardo da Vinci,
disciple of experience
bruno021
n00b
Posts: 13
Joined: Thu Dec 01, 2011 11:50 pm

Re: The First Templar (*.bin files)

Post by bruno021 »

Any news?With explorer for First templar :oops:
Privateer
veteran
Posts: 104
Joined: Fri Oct 21, 2011 1:33 pm
Location: On my Network, unless I'm somewhere else
Has thanked: 9 times
Been thanked: 30 times

Re: The First Templar (*.bin files)

Post by Privateer »

@MichaelDarkAngel,
This thread is what brought me to Xentax.
I did extract a few files and took a quick look at them but other projects never gave me the time to follow up.
I'd be interested in any knowledge you may have as I go back to looking at the files again here soon.
Thanks!
Give a man a fish and he'll eat for a day.
Try to teach a man to fish and he'll gripe at you for not just giving him the Damn Fish!
bruno021
n00b
Posts: 13
Joined: Thu Dec 01, 2011 11:50 pm

Re: The First Templar (*.bin files)

Post by bruno021 »

Still waiting extractor from MichaelDarkAngel. :(
SkyeFish
ultra-n00b
Posts: 1
Joined: Fri Sep 09, 2011 11:49 pm

Re: The First Templar (*.bin files)

Post by SkyeFish »

This looks like a dead thread but I wanted to necro it because I am interested in the progress that was made here and if it might be applicable to the Tropico games. I've been looking at Tropico 4 and have been able to extract textures but not any mesh data.

If any tools for working with such exist I would be interested in them.
Post Reply