I hope this one goes rather quick, since the formats seem to be similar to the first game and, they have been figured out already.
All of the games data is again stored in a "GAMEDATA.WAD" (265 MB). Dowload it here: https://we.tl/t-W9m0S8fzSt (Link is active for 7 days only!)
You can open this archive with the quickbms script "BackyardWrestlingDTTAHwad.bms" and will end with 5.224 files that are either DATA or MESH.
3D-Models:
The first games static models could be converted to 3ds with the quickbms script "BackyardWrestlingMeshto3dsUVbeta.bms". However when I try to use it on all of the second games .MESH files, I receive this error:
Character models form the first game could be extracted thanks to Szkaradek123's Blender 2.49 import-script:
sadly it doesn't work on the second games characters.Szkaradek123 wrote: ↑Sat Mar 09, 2019 4:40 pmBlend file to import mesh files with uvs ,bones and weights.
http://www.mediafire.com/file/q3416gvoa ... 3-09%5D.7z
You need:
http://download.blender.org/release/Ble ... indows.exe
and
https://www.python.org/ftp/python/2.6.6 ... -2.6.6.msi
Unpack archive, doubleclick on file "Blender249.blend" , press alt+p in Blender Text Window and import .mesh.
Meshes are split by the same texture (uv mapping).
Here are 2 sample files, from what i believe are a character and some random object:
Character - https://cdn.discordapp.com/attachments/ ... /4742.mesh
Object - https://cdn.discordapp.com/attachments/ ... 4/385.mesh
Textures:
There are actually 2 scripts for textures...(both have to be used on the .WAD file)
"BackyardWrestlingDTTAwadTexture.bms" is the original by albinoleopard and doesnt cover all of the texture files.
"BackyardWrestling_TEX-Files.bms" has been made by Acewell and got much more if not all of the textures.
....Acewells noesis script download/file.php?id=17121 then reads/converts the TEX-files.
albinoleopards script actually worked on the second games .WAD! The resulting files cant be read by the ps2txdviewer or Acewells noesis-script. Afriend was able to help me a little though:

He gave me the following info on the games textures:
Code: Select all
char header[40];
struct{
char header[84];
int width;
int height;
int bbp;
char header2[100 - 4 - 32];
struct{
int header[5];
int16 zero;
int16 type; //0 => dxt5 or 64 => swizzle pallete
int header3[2];
int width;
int height;
char unk[40 - 16 + 7];
char headerSize;
char header2[headerSize];
if (type == 64){ //palette
char data[width*height];
}else{ //real image
char data[width*height*4];
}
}data[2]<optimize=false>;
}entry;
palette uses "regular" ps2 swizzeling and the images are stored as DXT5.
Here are 3 sample files, already extracted from the .WAD:
https://cdn.discordapp.com/attachments/ ... .162.0.TXD
https://cdn.discordapp.com/attachments/ ... .216.0.TXD
https://cdn.discordapp.com/attachments/ ... 2983.0.TXD
Link to my thread about the first game and all bms scripts:
viewtopic.php?t=19370
I hope I could provide enough info and sample files in order for you guys to work your magic again. Anybody helping or actually just creating scripts and helpers is super welcome. thank you for your time and we hopefully have some byw2 models and textures soon

PEACE