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[PSP] Monster Hunter Portable 3rd *.pmo

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eycaramba
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[PSP] Monster Hunter Portable 3rd *.pmo

Post by eycaramba » Sun Oct 25, 2009 9:23 am

Hey all,

Game: Monster Hunter Portable / Freedom (any; 2, 2nd G, Unite)
Platform: PSP
Model format: PMO
Texture format: TMH (already editable)

PMO files contain TMH as well, so I highly assume they are the models.

Examples: http://vuvu.bplaced.net/MHP3rd/mhp3pmo.zip

Please take a look at it! Custom Models would be so great!

I gathered some info from a buddy, maybe it helps:
there are
6 vector headers
lenght 0x30
starting @ 0x10
and 6 vector type identifiers
lenght 0x10, starting ò 0x190
and i can split vectors too
the split code is
1E 7F 7F 1E
can you see it?
1E 7F separates coordinates, 1E 7F 7F 1E separates vector points
kind regards and thank you,
Vuze
Last edited by eycaramba on Sun Oct 16, 2011 9:01 am, edited 4 times in total.

fatduck
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Re: Monster Hunter Portable Series *.pmo

Post by fatduck » Thu Oct 29, 2009 1:57 pm

TMH is a texture package and pmo is 3d package!?
TMH format is simple, a set of gim images with custom header. I only spend 15mins to figure it!

Code: Select all

struct TMH_Header {
  char[8]     ResID
  dword       numGIMImage
  dword       pad0
}
struct GIM_Image {
  dword       GIMsize
  dword_3    GIMFlags
  struct Gim_data {
    dword     DataSize
    dword     flag
    dword     ImageType
    word      Width
    word      Height
    <Data>
  }
  struct GIM_Palette {
    dword     PaletteSize
    dword     flag
    dword     PaletteType
    dword     ColorCount
    <palette color>
  }
}
PMO format

Code: Select all

dword        numRes
struct ResIndex {
  dword      ofsResStart
  dword      ResLength
}
No more Fatduck, no more FatImporter, Byebye everyone!

eycaramba
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Re: Monster Hunter Portable Series *.pmo

Post by eycaramba » Thu Oct 29, 2009 3:26 pm

K cool, thanks :D
But how do I use your script/program :scaredy:
Sorry for being noob v_v

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Re: Monster Hunter Portable Series *.pmo

Post by chrrox » Thu Oct 29, 2009 3:34 pm


eycaramba
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Re: Monster Hunter Portable Series *.pmo

Post by eycaramba » Thu Oct 29, 2009 3:36 pm

I did, but it says "Invalid command 'struct' at line 1" etc.

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Re: Monster Hunter Portable Series *.pmo

Post by chrrox » Thu Oct 29, 2009 3:41 pm

I mean write a quickbms script from the information he sent you or make an image converter.
this is just the format information

eycaramba
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Re: Monster Hunter Portable Series *.pmo

Post by eycaramba » Thu Oct 29, 2009 3:42 pm

Oh lol xD
Well, I would but I don't know how xD

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Re: Monster Hunter Portable Series *.pmo

Post by eycaramba » Mon Nov 02, 2009 2:23 pm

Sorry for bumping, but could anyone please write an extractor / converter for TMH :( Please!

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Re: Monster Hunter Portable Series *.pmo

Post by GameZelda » Mon Nov 02, 2009 6:22 pm

@fatduck: did you try to convert the images? I tested it a while ago, but I got a messed up image...

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Re: Monster Hunter Portable Series *.pmo

Post by fatduck » Wed Nov 04, 2009 11:43 pm

Yes, I can convert them without any problem! Do you know you have to read in 16*8 block!?

Here is my converted images
You do not have the required permissions to view the files attached to this post.
No more Fatduck, no more FatImporter, Byebye everyone!

eycaramba
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Re: Monster Hunter Portable Series *.pmo

Post by eycaramba » Thu Nov 05, 2009 8:18 am

O_o
You rock man!
Can you give me a short instruction on how to convert them please?
And maybe how to convert them back?
ZOMG Awesome xD

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Re: Monster Hunter Portable Series *.pmo

Post by eycaramba » Sun Nov 08, 2009 6:15 pm

Sry for Double Post, but I finally was able to extract the Single images from a tmh ^•^
the question now is: how to create a gim file outta them?
What exactly do I have to do with my file starting with 30020200 and ending with DEBE74FF?
(first image with Palette from the example tmh I provided)

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Re: Monster Hunter Portable Series *.pmo

Post by TheReaperCooL » Sat Aug 14, 2010 10:34 pm

Rise from the ashes, very old thread! (or sorry for bumping this thread up)

Hello there all! I'd like to extract pmo-s and tmh-s as well, but I don't know how to write a proper code for this. Can someone send me a script or something to extract these files, or write a very detailed guide? I'm über n00bish in these things.....

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Re: Monster Hunter Portable Series *.pmo

Post by codestation » Tue Jan 18, 2011 12:48 am

BUMP :roll: , i am looking too for a way to convert those pmo files from Monster Hunter Portable 3rd into something that can load in a 3d viewer/editor like blender or other. I managed to extract from those containers (lets call them .pak files for now) some binary files, pmo files and tmh files (who contain gim images).

With the tmh files i dont have problems as i can extract the images to something editable (png), then convert them back to gim files and repack into the tmh container, but i want something more than texture modding so i am here looking for hints about the pmo file (and the other bin file that idk what is for).

Attachments: Jinouga .pak file
pak file http://www.mediafire.com/?misem3psi04zlod
pak file broken in parts http://www.mediafire.com/?ggfh5bukpvga5mv

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Re: Monster Hunter Freedom/Portable Series *.pmo

Post by eycaramba » Sun Oct 16, 2011 9:01 am

I gathered some info from a buddy, maybe it helps:
there are
6 vector headers
lenght 0x30
starting @ 0x10
and 6 vector type identifiers
lenght 0x10, starting ò 0x190
and i can split vectors too
the split code is
1E 7F 7F 1E
can you see it?
1E 7F separates coordinates, 1E 7F 7F 1E separates vector points
Please! Somebody take a look at it :(

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