So a while back, I viewed the BTLODT.BIN file on Wild Arms 3's disc, and found some files. I can recognize the meaning behind the extensions of said files as well, other than .tim files.
.mdl = Model
.msh = Mesh
.bne = Bone
.anm = Animation
Problem is I don't know how to extract the files inside the .bin, and there a ton of these files. If possible, would someone please explain how to extract the files inside the bin?
BTLODT.BIN: http://www.mediafire.com/download/38793 ... BTLODT.BIN
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Wild Arms 3 BTLODT.BIN
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Re: Wild Arms 3 BTLODT.BIN
That file is mostly all texture data raw RGBA in fact all of it is I think
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Re: Wild Arms 3 BTLODT.BIN
Textures of a summon is what that is, it seems.cra0 wrote:That file is mostly all texture data raw RGBA in fact all of it is I think
What's strange is that the guy over at PS23DFormat found a way to extract some collection of what seems to be terrain. I am aware that texture files can be stored in .tim, this being a PS2 game and all. He said the rest of the data was compressed, but I see file extensions that can be easily associated with 3D models, including some command known as "adm2mdl".
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Re: Wild Arms 3 BTLODT.BIN
any other example files?SmashFan127 wrote:Textures of a summon is what that is, it seems.cra0 wrote:That file is mostly all texture data raw RGBA in fact all of it is I think
What's strange is that the guy over at PS23DFormat found a way to extract some collection of what seems to be terrain. I am aware that texture files can be stored in .tim, this being a PS2 game and all. He said the rest of the data was compressed, but I see file extensions that can be easily associated with 3D models, including some command known as "adm2mdl".
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Re: Wild Arms 3 BTLODT.BIN
There seems to be .bin files inside this archive, like it was meant to store extra data. There is an extension known as .bi2, which I assume is another storage archive alongside the .dat files inside. I can assume .vu1 and .vu2 files are associated with UVs and there are .adm files which are converted into in-game 3D models.cra0 wrote:any other example files?SmashFan127 wrote:Textures of a summon is what that is, it seems.cra0 wrote:That file is mostly all texture data raw RGBA in fact all of it is I think
What's strange is that the guy over at PS23DFormat found a way to extract some collection of what seems to be terrain. I am aware that texture files can be stored in .tim, this being a PS2 game and all. He said the rest of the data was compressed, but I see file extensions that can be easily associated with 3D models, including some command known as "adm2mdl".
There are .mt1, .mt2, and .mth files which I can assume are material files.
Besides the .dmy files, which I think are dummy files, the rest of the extensions are listed here.
.v1p
.v2p
.bnp
.bnx
.pal
.anp
.bxp
.bx8
.anx
.anz
.mss
.msb
.bwh
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Re: Wild Arms 3 BTLODT.BIN
Alright I'll take a closer look
ah yeah I see what you mean
ah yeah I see what you mean
Code: Select all
AARGS = /p /ows+ /oc+ /m /ol? # /l <-> /p
MARGS = -x-
EFFIDX = $01D00000 # ADR address
EFFADR = $01D00100 # BIN address
.PATH.bin = bin
.PATH.bi2 = bin
.PATH.s0 = dat
.PATH.o0 = tmp
.PATH.bmp = bmp;..\monster\bmp
.PATH.tim = bmp
.PATH.tx4 = tmp
.PATH.twh = tmp
.PATH.mdl = mdl
.PATH.anm = anm
.PATH.fam = anm
.PATH.bne = bne
.PATH.msh = msh
.PATH.vu1 = vu
.PATH.vu2 = vu
.PATH.mt1 = vu
.PATH.mth = vu
.PATH.mt2 = vu
.PATH.v1p = tmp
.PATH.v2p = tmp
.PATH.bnp = tmp
.PATH.bx8 = tmp
.PATH.pal = tmp
.PATH.anp = tmp
.PATH.bxp = tmp
.PATH.dmy = dmy
.PATH.anx = anx
.PATH.anz = tmp
.PATH.mss = dat
.PATH.msb = bin
.PATH.adm = adm
.PATH.bwh = tmp
.PATH.hd = ..\..\snd\btlse
.PATH.ton = bmp;..\monster\bmp
.bne.mt1:
mkpkt $*.bne msh\$&.msh -Ovu\$&
$(CV) -ptmp\$&.v1p vu\$&.vu1
.bne.mth:
mkpkt $*.bne msh\$&.msh -Ovu\$& -H
ren vu\$&.mt1 $&.mth
$(CV) -ptmp\$&.v1p vu\$&.vu1
.bne.mt2:
mkpkt $*.bne msh\$&.msh -D -Ovu\$&
$(CV) -ptmp\$&.v2p vu\$&.vu2
.tim.tx4:
# midb $*.tim tmp\$&.tx4 -O544
@$(CV) -p$@ $(**:.tim=.tim/$220~$11800)
.tim.pal:
setstp $*.tim -Otmp\$&.tip
@$(CV) -t$@ tmp\$&.tip/$14~$200
.tim.twh:
midb $*.tim tmp\$&.twh -O0 -S16
.bmp.bx8:
@$(CV) -c$@ $(**:.bmp=.bmp/$436~$10000)
# @$(CV) -p$@ $(**:.bmp=.bmp/$436~$10000)
.bmp.pal:
@$(CV) -t$@ $(**:.bmp=.bmp/$36~$200)
.bmp.bwh:
midb $*.bmp tmp\$&.bwh -O16 -S16
.s0.o0:
@$(AS) $(AARGS) dat\$&.s0,$@
.anm.bxp:
# anmbox bne\$&.bne msh\$&.msh anm\$&.anm -otmp\$&
.anx.anz:
anx2anz $*.anx tmp\$&.anz
.mss.msb:
msscv $*.mss bin\$&.msb
# Šî–{ƒ‚ƒfƒ‹
.adm.mdl:
adm2mdl -x- -n -d:$(BTL_PATH)\over $*
anmbox bne\$&.bne msh\$&.msh anm\$&.anm -otmp\$&
# adm‚©‚çanpƒf
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Re: Wild Arms 3 BTLODT.BIN
This is certainly good to know. I thank you.cra0 wrote:Alright I'll take a closer look
ah yeah I see what you meanCode: Select all
AARGS = /p /ows+ /oc+ /m /ol? # /l <-> /p MARGS = -x- EFFIDX = $01D00000 # ADR address EFFADR = $01D00100 # BIN address .PATH.bin = bin .PATH.bi2 = bin .PATH.s0 = dat .PATH.o0 = tmp .PATH.bmp = bmp;..\monster\bmp .PATH.tim = bmp .PATH.tx4 = tmp .PATH.twh = tmp .PATH.mdl = mdl .PATH.anm = anm .PATH.fam = anm .PATH.bne = bne .PATH.msh = msh .PATH.vu1 = vu .PATH.vu2 = vu .PATH.mt1 = vu .PATH.mth = vu .PATH.mt2 = vu .PATH.v1p = tmp .PATH.v2p = tmp .PATH.bnp = tmp .PATH.bx8 = tmp .PATH.pal = tmp .PATH.anp = tmp .PATH.bxp = tmp .PATH.dmy = dmy .PATH.anx = anx .PATH.anz = tmp .PATH.mss = dat .PATH.msb = bin .PATH.adm = adm .PATH.bwh = tmp .PATH.hd = ..\..\snd\btlse .PATH.ton = bmp;..\monster\bmp .bne.mt1: mkpkt $*.bne msh\$&.msh -Ovu\$& $(CV) -ptmp\$&.v1p vu\$&.vu1 .bne.mth: mkpkt $*.bne msh\$&.msh -Ovu\$& -H ren vu\$&.mt1 $&.mth $(CV) -ptmp\$&.v1p vu\$&.vu1 .bne.mt2: mkpkt $*.bne msh\$&.msh -D -Ovu\$& $(CV) -ptmp\$&.v2p vu\$&.vu2 .tim.tx4: # midb $*.tim tmp\$&.tx4 -O544 @$(CV) -p$@ $(**:.tim=.tim/$220~$11800) .tim.pal: setstp $*.tim -Otmp\$&.tip @$(CV) -t$@ tmp\$&.tip/$14~$200 .tim.twh: midb $*.tim tmp\$&.twh -O0 -S16 .bmp.bx8: @$(CV) -c$@ $(**:.bmp=.bmp/$436~$10000) # @$(CV) -p$@ $(**:.bmp=.bmp/$436~$10000) .bmp.pal: @$(CV) -t$@ $(**:.bmp=.bmp/$36~$200) .bmp.bwh: midb $*.bmp tmp\$&.bwh -O16 -S16 .s0.o0: @$(AS) $(AARGS) dat\$&.s0,$@ .anm.bxp: # anmbox bne\$&.bne msh\$&.msh anm\$&.anm -otmp\$& .anx.anz: anx2anz $*.anx tmp\$&.anz .mss.msb: msscv $*.mss bin\$&.msb # Šî–{ƒ‚ƒfƒ‹ .adm.mdl: adm2mdl -x- -n -d:$(BTL_PATH)\over $* anmbox bne\$&.bne msh\$&.msh anm\$&.anm -otmp\$& # adm‚©‚çanpƒf
What would be the best way to start the next step in getting the data for viewing? My apologies for having not much else to say, I am excited to see where this goes.
EDIT: Apparently, searching the file using the model format's values in a hex editor reveals that BTLODT.BIN does indeed carry a lot of models, varying from what appears to be terrain, and possible character and enemy models.
Here is the model format as found by PS23DFormat:
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}
Last bumped by SmashFan127 on Sun May 18, 2014 8:51 am.