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[Request] Dirge Of Cerberus Final Fantasy VII models
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[Request] Dirge Of Cerberus Final Fantasy VII models
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Last edited by ultimaespio on Sat Aug 28, 2010 2:16 pm, edited 1 time in total.
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models
Sorry, I would have uploaded one but its way too big. Its 1.4gb.
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models
Can you download any hex editor, and do a search in the kel.dat file for "00 00 80 3f" (3f800000) and tell me how many results are found, as this will almost surely tell us if the file is compressed or encrypted. It might freeze because there might be millions of results which is a good thing, as the file will not be compressed. This will save me some time, driving to the library to pick it up only to find it compressed. Also if you could give me any Pcsx2 save state, of RedXIII in the in game model viewer that would help me out to, as it is still possible to manually get the model out of the save state, without ripping, just by looking at the data.ultimaespio wrote:Sorry, I would have uploaded one but its way too big. Its 1.4gb.
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models
The contents of this post was deleted because of possible forum rules violation.
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models
Here is a sample model from the save state http://ps23dformat.wikispaces.com/file/ ... sample.dat (Pcsx2 save states are just renamed zip file), The model is loaded in PS2 RAM at offset 18DFE80
It uses 2ByteSignedIntegers
It uses 2ByteSignedIntegers
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models
Thanks, I didnt know you could work that out from a savestate. Do you have the game yourself?
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models
Hi gentlemen,,I found a way to extract the container.
There is a filelist.bin in disk's parent directory,it let me think of ff13's container structure.
I viewed both of the filelist,,they're the same structure in hexeditor.
So i used aluigi's bms script of ff13 to open it,,1st time,it failed,,then i rename
filist.bin into Filelist_scru.x360 ,and rename KEL.DAT into White_scru.x360,,
Haha aluigi's script extract everything!!!
here is the stuff i found in KEL.DAT


Now,,it's time to dig 3d model out!!!please help~
Some samples here
http://www.2shared.com/file/Xefqh00b/samples.html
There is a filelist.bin in disk's parent directory,it let me think of ff13's container structure.
I viewed both of the filelist,,they're the same structure in hexeditor.
So i used aluigi's bms script of ff13 to open it,,1st time,it failed,,then i rename
filist.bin into Filelist_scru.x360 ,and rename KEL.DAT into White_scru.x360,,
Haha aluigi's script extract everything!!!
here is the stuff i found in KEL.DAT


Now,,it's time to dig 3d model out!!!please help~
Some samples here
http://www.2shared.com/file/Xefqh00b/samples.html
Last edited by falconcool on Sat Aug 28, 2010 2:05 pm, edited 1 time in total.
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models
Would you mind uploading that somewhere else, like megaupload or mediafire please? Thanks.
I can't get the FF13 script to work for mine for some reason :/
I can't get the FF13 script to work for mine for some reason :/
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models
ultimaespio wrote:Would you mind uploading that somewhere else, like megaupload or mediafire please? Thanks.
I can't get the FF13 script to work for mine for some reason :/
Sure,,here they are,, with more samples,,http://www.megaupload.com/?d=2TLP0AO8
my bms script here
http://www.megaupload.com/?d=XB2ETOP5
The other 2 container could be movies or music,i can't extract anything with this method.
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models
Thanks. Looking at the file extensions, I'd say that .mod is the models. Looks like you managed to extract maps too.
I'll add this to the first post for people to look through.
EDIT: Then again, looking at the size of those .map files, I doubt that they are maps at all. the file size is only 400kb, and that seems way too small.
CONFIRMED .mod IS model data!
I found that with hex workshop.
I'll add this to the first post for people to look through.
EDIT: Then again, looking at the size of those .map files, I doubt that they are maps at all. the file size is only 400kb, and that seems way too small.
CONFIRMED .mod IS model data!
Code: Select all
model...rfd..M...... ...........model...bmd..M..BMD
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models
in the data\zone\ folder,,has lots of bgmxxx_.at3,,,sexxxx_.at2,,nothing else,,,probablly music and sound,,,could map the same as .mod?
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models
I think so, I've checked through 2 of the .mod files you gave out, and one of them had:
The other one didn't have anything like that in at all. Unless this is a level object...I dunno.
That was 00000ba3.mod
Code: Select all
E:\map\master\z142\m012\
That was 00000ba3.mod
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models
new samples,, .tex,,,have chance to be textures~
http://www.megaupload.com/?d=2ZTDGJ1S
http://www.megaupload.com/?d=2ZTDGJ1S
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Re: [Request] Dirge Of Cerberus Final Fantasy VII models
The map files contain different sections in them, but the main section after the long list of about 1000 addresses (in the b98.map file) that end at offset 153D contains the following structure:
Each map file is composed of hundreds of sub-meshes that reference the level grid.
1. The first component of each sub mesh is an optional section that is the reference:
"02 00 00 00 GG 00 00 00 YY YY YY YY RR RR RR RR
4ByteFloatCoord#1(X,Y,Z) 4ByteFloatWeight
4ByteFloatCoord#2(X,Y,Z) 4ByteFloatWeight
4ByteFloatCoord#3(X,Y,Z) 4ByteFloatWeight
4ByteOffsetAddressList" Padded with zeros until next whole multiple of 16bytes
Where GG is the number of addresses to follow near the end of this component.
YY YY YY YY is an 4byte offset
RR RR RR RR is probably some type of offset or reference , but about half the time it is 0
2. The component section is mandatory, and is always 16bytes in size:
00 80 06 61 unknown12ByteData
3. The third component is mandatory:
06 80 XX 60 data..... unknown padding
where the data is XX number of 4byte arrays
the data does not appear to be either floats or integers.
4. The fourth component is mandatory and is about 17 bytes in size without counting padding:
30 XX XX XX FF XX XX 00 00 XX XX 00 00 00 00 00 00
each XX is an unknown variable
5. The fifth component is mandatory and contains most important data which is the vertexes:
02 00 00 05 XX 80 VV 69 00 00 00 00 00 00 data.... unknownpadding
Where the data is VV number of 2ByteSignedVertexes(X,Y,Z)
6. The sixth component is mandatory:
00 00 00 05 00 00 00 17 unknown padding
Each map file is composed of hundreds of sub-meshes that reference the level grid.
1. The first component of each sub mesh is an optional section that is the reference:
"02 00 00 00 GG 00 00 00 YY YY YY YY RR RR RR RR
4ByteFloatCoord#1(X,Y,Z) 4ByteFloatWeight
4ByteFloatCoord#2(X,Y,Z) 4ByteFloatWeight
4ByteFloatCoord#3(X,Y,Z) 4ByteFloatWeight
4ByteOffsetAddressList" Padded with zeros until next whole multiple of 16bytes
Where GG is the number of addresses to follow near the end of this component.
YY YY YY YY is an 4byte offset
RR RR RR RR is probably some type of offset or reference , but about half the time it is 0
2. The component section is mandatory, and is always 16bytes in size:
00 80 06 61 unknown12ByteData
3. The third component is mandatory:
06 80 XX 60 data..... unknown padding
where the data is XX number of 4byte arrays
the data does not appear to be either floats or integers.
4. The fourth component is mandatory and is about 17 bytes in size without counting padding:
30 XX XX XX FF XX XX 00 00 XX XX 00 00 00 00 00 00
each XX is an unknown variable
5. The fifth component is mandatory and contains most important data which is the vertexes:
02 00 00 05 XX 80 VV 69 00 00 00 00 00 00 data.... unknownpadding
Where the data is VV number of 2ByteSignedVertexes(X,Y,Z)
6. The sixth component is mandatory:
00 00 00 05 00 00 00 17 unknown padding
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