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Wild Arms 3 BTLODT.BIN

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SmashFan127
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Wild Arms 3 BTLODT.BIN

Post by SmashFan127 » Mon May 05, 2014 3:02 am

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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Re: Wild Arms 3 BTLODT.BIN

Post by cra0 » Wed May 07, 2014 8:28 am

That file is mostly all texture data raw RGBA in fact all of it is I think
one.BMP
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Re: Wild Arms 3 BTLODT.BIN

Post by SmashFan127 » Wed May 07, 2014 6:20 pm

cra0 wrote:That file is mostly all texture data raw RGBA in fact all of it is I think
one.BMP
Textures of a summon is what that is, it seems.

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

Post by cra0 » Thu May 08, 2014 12:14 am

SmashFan127 wrote:
cra0 wrote:That file is mostly all texture data raw RGBA in fact all of it is I think
one.BMP
Textures of a summon is what that is, it seems.

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".
any other example files?

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Re: Wild Arms 3 BTLODT.BIN

Post by SmashFan127 » Thu May 08, 2014 12:46 am

cra0 wrote:
SmashFan127 wrote:
cra0 wrote:That file is mostly all texture data raw RGBA in fact all of it is I think
one.BMP
Textures of a summon is what that is, it seems.

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".
any other example files?
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.

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

Post by cra0 » Thu May 08, 2014 4:31 am

Alright I'll take a closer look

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

SmashFan127
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Re: Wild Arms 3 BTLODT.BIN

Post by SmashFan127 » Sun May 18, 2014 8:51 am

cra0 wrote:Alright I'll take a closer look

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
This is certainly good to know. I thank you.

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.

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