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Tekken 5 [2004] .BIN Files

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Reddance
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Tekken 5 [2004] .BIN Files

Post by Reddance » Mon May 01, 2017 10:31 pm

Sup ALL, i noticed like most tekken games, they use the .bin format. and this game in particular has some great models innit; i've tried chrrox
quickbms script on them / PCSX2 save states but no success,

If anyone wants to take a look at one of the .BIN files; here's a relatively small one.

https://www.mediafire.com/?15r7sl6iue1mgcr

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Post by fast » Thu May 11, 2017 6:06 am

Last edited by fast on Mon May 07, 2018 6:31 pm, edited 18 times in total.

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Re: Tekken 5 [2004] .BIN Files

Post by oamio » Thu May 11, 2017 2:56 pm

Why do not you try the Tekken5DR ps3?
Texture resolution is higher than ps2 version

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Re: Tekken 5 [2004] .BIN Files

Post by Reddance » Fri May 12, 2017 12:30 pm

i fixed the issue i was having, now i can get Tekken 5 models :D

so this thread can be closed.. or removed, whichever!

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Re: Tekken 5 [2004] .BIN Files

Post by Doronetty » Sat May 13, 2017 12:04 pm

And how - I wanna know it too... [roll]
P.S: This method working with Tekken 4?

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Re: Tekken 5 [2004] .BIN Files

Post by Reddance » Sat May 13, 2017 8:17 pm

Doronetty wrote:And how - I wanna know it too... [roll]
P.S: This method working with Tekken 4?
Didn't try Tekken 4, but i use chrrox's BMS script to dump models n ' textures from the PCSX2 save states =p

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Re: Tekken 5 [2004] .BIN Files

Post by fast » Sun May 14, 2017 5:21 pm

Let's make a game
Last edited by fast on Wed May 31, 2017 10:30 am, edited 2 times in total.

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Re: Tekken 5 [2004] .BIN Files

Post by fast » Thu May 18, 2017 6:46 pm

I unpacked 3d model from the game
Last edited by fast on Wed May 31, 2017 10:31 am, edited 2 times in total.

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Re: Tekken 5 [2004] .BIN Files

Post by Doronetty » Thu May 18, 2017 7:16 pm

Reddance wrote:
Doronetty wrote:And how - I wanna know it too... [roll]
P.S: This method working with Tekken 4?
Didn't try Tekken 4, but i use chrrox's BMS script to dump models n ' textures from the PCSX2 save states =p
Can you please give me a link on this script?

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Re: Tekken 5 [2004] .BIN Files

Post by Reddance » Sat May 27, 2017 3:05 am

fast wrote:if you need 3d model use another script
Image Image
Image
goddamn! how'd you manage that!? explanation please 8D

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Re: Tekken 5 [2004] .BIN Files

Post by shakotay2 » Fri Jan 03, 2020 11:01 am

Reddance wrote:
Mon May 01, 2017 10:31 pm
If anyone wants to take a look at one of the .BIN files; here's a relatively small one.
It looks like so:
shakotay2 wrote:
Fri Jan 03, 2020 10:56 am
The script does an auto creation of faces, well, that's always not too nice (: :
.
Tk5data2- sm 608,679.png
You do not have the required permissions to view the files attached to this post.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Tekken 5 [2004] .BIN Files

Post by Rmm4K » Wed Jan 22, 2020 12:16 am

Does anybody here have the Tekken 4 script to extract the 3d models with?

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Re: Tekken 5 [2004] .BIN Files

Post by GEO » Fri Mar 27, 2020 2:08 am

Could someone reupload the scripts? mediafire says it's been removed

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Re: Tekken 5 [2004] .BIN Files

Post by mohsen5asim » Mon Feb 15, 2021 10:27 pm

copy and paste the below into notepad.....that is the script

#Tekken5

get FSIZE asize
set COUNT_G long 1
set COUNT_T long 1
set NAME string ""
SavePos POS 0
Do
get DATA long 0
If DATA == 0x00745865
goto 0x0C 0 SEEK_CUR
get DATA long 0
If DATA == 0x58444947
goto -0x44 0 SEEK_CUR
SavePos OFFSET 0
get SIZE long
goto OFFSET 0 SEEK_SET
goto SIZE 0 SEEK_CUR
string NAME p= "%08d" COUNT_T
string NAME += ".tm2"
math COUNT_T += 1
set MEMORY_FILE binary "\x54\x49\x4D\x32\x04\x00\x01\x00\x00\x00\x00\x00\x00\x00\x00\x00"
append
log MEMORY_FILE OFFSET SIZE 0
append
get SIZE asize MEMORY_FILE
log NAME 0 SIZE MEMORY_FILE
endif
elif DATA == 0x5044554E
goto 0x04 0 SEEK_CUR
get DATA byte 0
if DATA == 0x03
goto 0x05 0 SEEK_CUR
get DATA short 0
if DATA == 0x00
goto -0x0C 0 SEEK_CUR
get SIZE long 0
goto -0x08 0 SEEK_CUR
SavePos OFFSET 0
goto SIZE 0 SEEK_CUR
string NAME p= "%08d" COUNT_G
string NAME += ".nud"
math COUNT_G += 1
log NAME OFFSET SIZE 0
else
goto -0x02 0 SEEK_CUR
endif
else
goto -0x05 0 SEEK_CUR
endif
Endif
SavePos POS 0
While POS < FSIZE

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Re: Tekken 5 [2004] .BIN Files

Post by mohsen5asim » Mon Feb 15, 2021 10:29 pm

theres also another script but the results are not good for models but this one will give you the textures :)
Here
log MEMORY_FILE 0 0 ;
log MEMORY_FILE2 0 0 ;
log MEMORY_FILE3 0 0 ;
log MEMORY_FILE4 0 0 ;
log MEMORY_FILE5 0 0 ;
log MEMORY_FILE6 0 0 ;
log MEMORY_FILE7 0 0 ;
log MEMORY_FILE8 0 0 ;
log MEMORY_FILE9 0 0 ;
log MEMORY_FILE10 0 0 ;
Get Q ASIZE 0 ;
Math number = 0 ;
For T = 0 < Q ;
Math number += 1 ;
findloc OFFSET string "\x4E\x55\x44\x50" 0 0 ;
If OFFSET = 0 ;
Math test = 0 ;
Math T = Q ;
Math T += 1 ;
Math ttest = 0 ;
ELSE ;
GoTo OFFSET 0 ;
SavePos Start 0 ;
GoTo 0x08 0 SEEK_CUR ;
Get test Byte 0 ;
SavePos null 0 ;
EndIF ;
If OFFSET != 0 ;
If test = 3 ;
Put Start Long MEMORY_FILE4 ;
EndIF ;
EndIF ;
Next T ;
Put Q Long MEMORY_FILE4 ;


Get listf ASIZE MEMORY_FILE4 ;
Math spyrodragon = listf ;
Math spyrodragon /= 4 ;
Math spyrodragon -= 1 ;
Math rubyfox = 0 ;
Math diafox = 0 ;
Math rfv = 0 ;
For Y = 1 To spyrodragon ;
log MEMORY_FILE7 0 0 ;
log MEMORY_FILE8 0 0 ;
log MEMORY_FILE1 0 0 ;
log MEMORY_FILE2 0 0 ;
log MEMORY_FILE3 0 0 ;
GoTo rubyfox MEMORY_FILE4 ;
Get start Long MEMORY_FILE4 ;
SavePos rubyfox MEMORY_FILE4 ;
Get size Long MEMORY_FILE4 ;
Math size -= start ;
Log MEMORY_FILE7 start size 0 ;
GoTo 0 MEMORY_FILE7 ;
Math count = 0 ;
Math gt = 0 ;
Math Qprime = 0 ;
Math red = 0 ;
SavePos found MEMORY_FILE7 ;
For T = 0 < size ;
GoTo found MEMORY_FILE7 ;
findloc OFFSETT string "\x00\x00\x00\x20\x80\x00\x00\x00\x01\x80" MEMORY_FILE7 0 ;
If OFFSETT = 0 ;
Math T = size ;
Math twotest = 1 ;
EndIF ;
If OFFSETT != 0 ;
GoTo OFFSETT MEMORY_FILE7 ;
GoTo 10 MEMORY_FILE7 SEEK_CUR ;
Get onetest Byte MEMORY_FILE7 ;
Get twotest Byte MEMORY_FILE7 ;
SavePos found MEMORY_FILE7 ;
EndIF ;
If twotest = 120 ;
Put count Long MEMORY_FILE1 ;
Math count += onetest ;
Math foxcount = count ;
Math foxcount -= 1 ;
Put foxcount Long MEMORY_FILE1 ;
Put onetest Long MEMORY_FILE1 ;
Put found Long MEMORY_FILE1 ;
EndIF ;
Next T ;

Get mqa ASIZE MEMORY_FILE1 ;
Math mqa /= 16 ;
For jjj = 1 To mqa ;
GoTo gt MEMORY_FILE1 ;
Get min long MEMORY_FILE1 ;
Get max long MEMORY_FILE1 ;
Get nuv long MEMORY_FILE1 ;
Get loc long MEMORY_FILE1 ;
SavePos gt MEMORY_FILE1 ;
Math hhhggg = max ;
Math hhhggg -= 2 ;
GoTo loc MEMORY_FILE7 ;
SavePos werefox MEMORY_FILE7 ;
For cvb = 1 To nuv ;
GoTo werefox MEMORY_FILE7 ;
Get Type1 Long MEMORY_FILE7 ;
Get Type2 Long MEMORY_FILE7 ;
Get Type3 Long MEMORY_FILE7 ;
SavePos werefox MEMORY_FILE7 ;
GoTo Qprime MEMORY_FILE2 ;
Put Type1 Long MEMORY_FILE2 ;
Put Type2 Long MEMORY_FILE2 ;
Put Type3 Long MEMORY_FILE2 ;
SavePos Qprime MEMORY_FILE2 ;
Next cvb ;
Math max -= 2 ;

For fff = min To max ;

Math fafter = fff ;
Math fafter += 1 ;
Math fafterafter = fff ;
Math fafterafter += 2 ;
Math fafterafterafter = fff ;
Math fafterafterafter += 3 ;
GoTo red MEMORY_FILE3 ;
Put fff Short MEMORY_FILE3 ;
Put fafter Short MEMORY_FILE3 ;
Put fafterafter Short MEMORY_FILE3 ;
Put 0 Short MEMORY_FILE3 ;
Put fff Short MEMORY_FILE3 ;
Put fafterafter Short MEMORY_FILE3 ;
Put fafter Short MEMORY_FILE3 ;
Put 0 Short MEMORY_FILE3 ;
SavePos red MEMORY_FILE3 ;
Next fff ;





Next jjj ;






Get Zw3 ASIZE MEMORY_FILE3 ;
Math Zf3 = Zw3 ;
Math Zf3 /= 8 ;
Get Zw2 ASIZE MEMORY_FILE2 ;
Math Zf2 = Zw2 ;
Math Zf2 /= 12 ;
Math FaceNumber = Zf3 ;
Math VertexNumber = Zf2 ;
Math Snake = VertexNumber ;
Math Snake *= 12 ;
Math Dragon = FaceNumber ;
Math Dragon *= 8 ;
Math Sum = Dragon ;
Math Sum += Snake ;
Math QQQ = 60 ;
Math QQQ += Snake ;
Math QQ = 52 ;
Math qaz = 0 ;
Math wsx = 0 ;
Math hqw = Sum ;
Math hqw += 60 ;
Log MEMORY_FILE8 0 hqw ;
For Vertex = 0 < Zw2 ;
GoTo qaz MEMORY_FILE2 ;
Get D byte MEMORY_FILE2 ;
SavePos qaz MEMORY_FILE2 ;
GoTo QQ MEMORY_FILE8 ;
Put D Byte MEMORY_FILE8 ;
SavePos QQ MEMORY_FILE8 ;
Next Vertex ;
For Face = 0 < Zw3 ;
GoTo wsx MEMORY_FILE3 ;
Get D byte MEMORY_FILE3 ;
SavePos wsx MEMORY_FILE3 ;
GoTo QQQ MEMORY_FILE8 ;
Put D Byte MEMORY_FILE8 ;
SavePos QQQ MEMORY_FILE8 ;
Next Face ;
GoTo 0 MEMORY_FILE8 ;
set M Byte 0x4D ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x4D ;
Put M Byte MEMORY_FILE8 ;
Math M = Sum ;
Math M += 60 ;
Put M Long MEMORY_FILE8 ;
set M Byte 0x02 ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x0A ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x03 ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x3D ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x3D ;
Put M Byte MEMORY_FILE8 ;
Math M = Sum
Math M += 44 ;
Put M Long MEMORY_FILE8 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x40 ;
Put M Byte MEMORY_FILE8 ;
Math M = Sum
Math M += 38 ;
Put M Long MEMORY_FILE8 ;
set M Byte 0x64 ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x72 ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x61 ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x67 ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x6F ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x6E ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x6A ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x61 ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x6E ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x00 ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x41 ;
Put M Byte MEMORY_FILE8 ;
Math M = Sum
Math M += 22 ;
Put M Long MEMORY_FILE8 ;
Set M Byte 0x10 ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x41 ;
Put M Byte MEMORY_FILE8 ;
Math M = Snake ;
Math M += 8 ;
Put M Long MEMORY_FILE8 ;
Math M = VertexNumber ;
Put M Short MEMORY_FILE8 ;
Math JumpJump = Snake ;
Math JumpJump += 52 ;
GoTo JumpJump MEMORY_FILE8 ;
set M Byte 0x20 ;
Put M Byte MEMORY_FILE8 ;
set M Byte 0x41 ;
Put M Byte MEMORY_FILE8 ;
Math M = FaceNumber ;
Math M *= 8 ;
Math M += 8 ;
Put M Long MEMORY_FILE8 ;
Math M = FaceNumber ;
Put M Short MEMORY_FILE8 ;
Get purpledragon ASIZE MEMORY_FILE8 ;
Math name = Y ;
string name += .3ds ;
Log name 0 purpledragon MEMORY_FILE8 ;
Next Y ;
Last edited by mohsen5asim on Mon Feb 15, 2021 10:38 pm, edited 1 time in total.

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