[REQUEST] Kingdom Hearts Birth by Sleep map models

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FirstNameBasis
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Re: [REQUEST] Kingdom Hearts Birth by Sleep map models

Post by FirstNameBasis »

Well here's one area from the Castle of Dreams Level, every level is separated into their load zones (Probably) in the data dump so i chose the biggest file.

https://mega.nz/#!i9ZXHKoB!aiqnH0U0P05U ... NcoJdv5bmE

Edit:
Looking at the hex while taking a break looking for the BG Music files i found some recognizable words after the initial "PMO" and a lot of lines of symbols.

PMO *Other Symbols and Dots*
cd01_bg01 *Other Symbols and Dots*
cd01_sky00 *Other Symbols and Dots*
*Other Symbols and Dots*

After extracting the files using KeyToTruth's program it gives a folder with pmo's and a .cmp file, i tried opening it with Noesis but it did not work even with the multiple kingdom hearts plug ins.
After looking a the hex for the .cmp file it seems to just be a bunch of info for The modding station to reference when locating and putting the file(s) [.pmo(s)] back together.

Looking at the extracted .pmo(s) separately works fine with noesis and the BBS plug-in but that's not the goal of the thread, the goal is to see them all compiled together like the KH2 map op posted earlier. c:

Edit again:
Comparing the first bit of hex info i found with the extracted .pmo(s), The First .pmo file labeled "1.pmo" shows the skybox mentioned earlier in hex but im unsure about what the bg01 is since i assume all of that hex info from earlier is supposed to be from the first encountered .pmo.
I didnt count how many .pmo(s) that were in the .pmp hex to compare with the extracted .pmo(s) but it rust the program did what it says it does correctly so maybe the bg01 is music or another background file?

Edit once more:
I keep looking through the hex code for the initial .pmp file and with every PMO header in it there are sub file names like;

cd01_hs00
cd01_fl00
cd01_fl01
cd01_wl02


And so on. These files are not shown when the .pmo(s) are extracted but i hypothesize that they are either assets embedded to be used for each .pmo like textures and stuff or the chance that they just arnt being extracted at all.
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shakotay2
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Re: [REQUEST] Kingdom Hearts Birth by Sleep map models

Post by shakotay2 »

FirstNameBasis wrote:Looking at the extracted .pmo(s) separately works fine with noesis and the BBS plug-in but that's not the goal of the thread, the goal is to see them all compiled together like the KH2 map op posted earlier. c:
[...]
I didnt count how many .pmo(s) that were in the .pmp hex to compare with the extracted .pmo(s)
50 4D 4F 00 ("PMO", 0) is contained 147 times in the pmp file.

From my experience your infos are to vague to arouse interest, just my two cents. What is the contence of the cmp file, for example?
You also could show one or two extracted pmos at least (where you said it works with Noesis).

It would be interesting how Noesis builds the face indices.
My attempt with autocreated ones:
cd_01-pmp.jpg
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: [REQUEST] Kingdom Hearts Birth by Sleep map models

Post by FirstNameBasis »

shakotay2 wrote:
FirstNameBasis wrote:Looking at the extracted .pmo(s) separately works fine with noesis and the BBS plug-in but that's not the goal of the thread, the goal is to see them all compiled together like the KH2 map op posted earlier. c:
[...]
I didnt count how many .pmo(s) that were in the .pmp hex to compare with the extracted .pmo(s)
50 4D 4F 00 ("PMO", 0) is contained 147 times in the pmp file.

From my experience your infos are to vague to arouse interest, just my two cents. What is the contence of the cmp file, for example?
You also could show one or two extracted pmos at least (where you said it works with Noesis).

It would be interesting how Noesis builds the face indices.
My attempt with autocreated ones:
cd_01-pmp.jpg
Sorry about that, here are screenshots of multiple things!
Screenshot (442).png

And here's a link to the extraction program you can use to extract the .pmp i sent earlier, i cant upload the already extracted contents because its too many. The only thing that does not work (For me at least) is the Animation Extractor but ive only been using the .pmo, .pmp, and the initial .DAT extractors anyways but it has many functions that work other than those.

https://www.dropbox.com/sh/83276imhjk09 ... ZvbXa?dl=0

the only thing you'd have to update the Noesis Program included in the package for it to run better, its 3 years old.


This is what i believe to be what your program tried to render, it's a Sky Box and the first .pmo in the extracted Folder.
https://mega.nz/#!e4YEGDJY!kc85ZluPGB5f ... AAeA6SOCt8

These are just other Examples of Rendered Assets from Noesis. (I wouldve used Photobuckt but it runs extremely slow on my Pc for whatever reason.)
https://mega.nz/#!rxQiTTiD!A-4-ejszexLQ ... xfzlvlX33k
https://mega.nz/#!DtBFiIJK!m5ea78eHzV48 ... pQwKfAKgI0
https://mega.nz/#!T9JCBJqR!BYBVAWh-nLeN ... eNw3E3jTzE
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shakotay2
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Re: [REQUEST] Kingdom Hearts Birth by Sleep map models

Post by shakotay2 »

FirstNameBasis wrote:And here's a link to the extraction program you can use to extract the .pmp
Extract.exe crashes in my Win7.
the only thing you'd have to update the Noesis Program included in the package for it to run better, its 3 years old.
Does this "Noesis Program included in the package" have a name?

Guess you're talking of the kingdom_hearts-dlls?

The kingdom_hearts_bbs source I have is from November 2010.
Also I'd need a pmo that fails in Noesis, since your Extract.exe doesn't work for me.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: [REQUEST] Kingdom Hearts Birth by Sleep map models

Post by FirstNameBasis »

shakotay2 wrote:Extract.exe crashes in my Win7.

Does this "Noesis Program included in the package" have a name?
You have to download everything in the dropbox as a Zip file and then once you extract the contents all into one folder you have to run the Modding Station.exe and go about your extracting and Inserting that way. The other programs like Extract.exe and Insert.exe are only ran by the Modding Station.exe.
Inside the EXTRA Folder are other programs that are used only by the Modding Station, Some .txt files that are for describing what some files are and a How to use file that will help with extracting stuff, A resource folder that empty for reasons I was never told, and the Folder labeled Noesis.
Inside of the Noesis Folder is the noesis program i was talking about that needs to be updated and a bunch of plug ins, Inside of a plug ins folder, Including the kingdom_hearts_bbs.dll and other kingdom hearts plug ins.
shakotay2 wrote: The kingdom_hearts_bbs source I have is from November 2010.
Also I'd need a pmo that fails in Noesis, since your Extract.exe doesn't work for me.
A .pmo that Fails to open in Noesis? uumm...I guess without the BBS plug in for noesis it should fail to open if thats what your asking.
Other than that Noesis will open any Model/Texture file With that BBS Plug-in for BBS files.
The unextracted map files are the .pmp Files and those are the ones Noesis cant open but the Modding station can Extract the Model Contents into Readable .pmo Files.

I'd Upload a screenshot of what the Program looks like but the file is too big, probably because of the programs Background picture detail.
And As far as i know the Modding Station only works with the Japanese Final Mix Version of BBS but there's an english patched version you can get that was patched by the same guy who made this mod tool. im unsure about the policy on linking to Iso's even out of print so ill refrain from doing that unless stated otherwise i suppose.
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Re: [REQUEST] Kingdom Hearts Birth by Sleep map models

Post by shakotay2 »

FirstNameBasis wrote:A .pmo that Fails to open in Noesis?
upps, sry, seems I've lost the track.

The goal was to get the pmos compiled together into one map, as you wrote before.

Did you try the batch process in Noesis? (menu tools)
You could create a bunch of obj files this way.

(for blender there's a py script to import those obj files then all together)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change. [roll]
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