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Finding models inside EEMemory.bin files?
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SmashFan127
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Finding models inside EEMemory.bin files?
Hello, all. Lately, I've been seeking to get 3D models of characters and monsters in Wild Arms 3 on the PS2, and I was able to find out the 3D data is stored in the EEMemory.bin file extracted from a savestate on PCSX2. I wanna learn how to use shakotay's 3D model extraction guide, but I am uncertain of how to actually locate in hex editors. Can someone please help me? If anyone is interested, I will supply them with the EEMemory.bin from a savestate during the battle with Janus Cascade's demon form.
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barti
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Re: Finding models inside EEMemory.bin files?
http://ps23dformat.wikispaces.com/Wild+Arms+3
This website might be quite useful for you.
This website might be quite useful for you.
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SmashFan127
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Re: Finding models inside EEMemory.bin files?
Well, I have the textures for said character. The problem is finding some way to get the UVs to fit onto them, to help with disassembling model parts.barti wrote:http://ps23dformat.wikispaces.com/Wild+Arms+3
This website might be quite useful for you.
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SmashFan127
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Re: Finding models inside EEMemory.bin files?
Of course. I try unwrapping UVs via Blender, but it's in every tri being separated.barti wrote:Have you tried using the WildArms3eememoryto3ds.BMS script? The format specification below seems to mention UVs so they should load.
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SmashFan127
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Re: Finding models inside EEMemory.bin files?
Here you go, good sir.barti wrote:Can you send me the file EEMemory.bin file so that I can have a look at it?
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Gh0stBlade
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Re: Finding models inside EEMemory.bin files?
Why are you trying to obtain them from a ram dump, what's up with the raw files?
Click the thanks button if I helped!
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barti
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Re: Finding models inside EEMemory.bin files?
Supposedly files on the disc use some unknown compression and it's easier to extract data from a PCSX2 savestate.Gh0stBlade wrote:Why are you trying to obtain them from a ram dump, what's up with the raw files?
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SmashFan127
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Re: Finding models inside EEMemory.bin files?
I really don't intend to put pressure on anybody with this post.
Has there been an update to the situation?
Has there been an update to the situation?
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SmashFan127
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SmashFan127
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Re: Finding models inside EEMemory.bin files?
My sincere apologies for the bump, but I have recently learned all models in the game use backface culling. Not sure if this will help, but felt like informing.
- shakotay2
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Re: Finding models inside EEMemory.bin files?
Due to your question in the tutorials thread concerning another game I restarted viewing the problem here and found it not too hard:

But I have no time to update the bms script so that the uvs are automatically written into the 3ds files in
a 4140 chunk (Mapping coordinates).
(wonder why the author of the script didn't do it. I'm sure he knew how to but maybe he wasn't interested in uvs and normals).
I just made a workaround using a 3ds lib from the web to extract the face indices, and using the bms to dump the uvs.
So I've no one-in-all solution but I could provide the 8 3ds files as objs (including uvs).
But I have no time to update the bms script so that the uvs are automatically written into the 3ds files in
a 4140 chunk (Mapping coordinates).
(wonder why the author of the script didn't do it. I'm sure he knew how to but maybe he wasn't interested in uvs and normals).
I just made a workaround using a 3ds lib from the web to extract the face indices, and using the bms to dump the uvs.
So I've no one-in-all solution but I could provide the 8 3ds files as objs (including uvs).
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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SmashFan127
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Re: Finding models inside EEMemory.bin files?
Yes, please.shakotay2 wrote:Due to your question in the tutorials thread concerning another game I restarted viewing the problem here and found it not too hard:
But I have no time to update the bms script so that the uvs are automatically written into the 3ds files in
a 4140 chunk (Mapping coordinates).
(wonder why the author of the script didn't do it. I'm sure he knew how to but maybe he wasn't interested in uvs and normals).
I just made a workaround using a 3ds lib from the web to extract the face indices, and using the bms to dump the uvs.
So I've no one-in-all solution but I could provide the 8 3ds files as objs (including uvs).
It would be appreciated!
