So formats are .hkx for models and .tpf for textures as well as .bnd for the container file, usual from software games formats
Would be appreciated if I could get assistance getting into these files (also original bones support would definitly be appreciated to)
supplied some samples here
https://cdn.discordapp.com/attachments/ ... NICORN.zip
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Mobile Suit Gundam Unicorn/Kidō Senshi Gundam UC
- takoyaki111
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Re: Mobile Suit Gundam Unicorn/Kidō Senshi Gundam UC
from c00_000_00.bnd:
(unsure about uvs)
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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
"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?"
- takoyaki111
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Re: Mobile Suit Gundam Unicorn/Kidō Senshi Gundam UC
You'll need to invest more efforts to get more progress, for example use tools to extract files from the .bnd.
There's flver contained which I used hex2obj on but there might exist scripts, too.
There's flver contained which I used hex2obj on but there might exist scripts, too.
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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
"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?"
- takoyaki111
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Re: Mobile Suit Gundam Unicorn/Kidō Senshi Gundam UC
oh yeah believe me i tried everything i could, thats why my last resort was to make a thread, i did use a BMS script to extract the .bnd though (used a .bat to change from .bdt to .bnd)
Code: Select all
# Dark Souls and other FromSoftware games (script 0.2.3)
# script for QuickBMS http://quickbms.aluigi.org
comtype deflate
endian big
set FOLDER string ""
math OFFSET = 0
get EXT extension
open FDDE "chrtpfbhd" 1 EXISTS
if EXISTS == 0
open FDDE "bhd" 1 EXISTS
endif
if EXISTS == 0
if EXT & "bnd"
open FDDE EXT 1 EXISTS
else
open FDDE "bnd" 1 EXISTS
endif
endif
if EXISTS != 0
# endian little
callfunction DUMP_BHF_BDF 1
cleanexit
endif
open FDDE "bhd5"
open FDDE "bdt" 1
idstring "BHD5"
get ZERO long
get ONE long
endian guess ONE
get BHD5_SIZE long
get BHD5_FOLDERS long
get DUMMY long
savepos TMP
get BHD5_FILES long
get OFFSET long
math METHOD = 0
if OFFSET == 0
math METHOD = 1
else
goto TMP
endif
for FOLDER = 0 < BHD5_FOLDERS
get BHD5_FILES long
if METHOD == 0
get OFFSET long
else
get ONE long
get OFFSET longlong
endif
savepos TMP
goto OFFSET
for FILE = 0 < BHD5_FILES
get NAME_CRC long
get SIZE long
get OFFSET longlong
string NAME p= "%d/" FOLDER
goto OFFSET 1
getdstring SIGN 3 1
if SIGN == "BHF"
callfunction DUMP_BHF_BDF 1
elif SIGN == "BDF"
# do nothing because it's already handled and extracted by DUMP_BHF_BDF
else
log NAME OFFSET SIZE 1
endif
next FILE
goto TMP
next FOLDER
# BHF and BDF
startfunction DUMP_BHF_BDF
get EXT extension 1
get MYASIZE asize
goto OFFSET 1
math IS_BND = 0
if EXT & "bnd" # bnd, texbnd and so on
math IS_BND = 1
idstring 1 "BND"
else
idstring 1 "BHF"
endif
get VER byte 1
if VER <= '4'
get DUMMY long 1
get DUMMY long 1
else # '5'
padding 0x10 1
endif
get FILES long 1
endian guess FILES
if VER <= '4'
goto 0x40 1
for i = 0 < FILES
get FLAGS long 1
get DUMMY long 1
get SIZE longlong 1
get XSIZE longlong 1
get OFFSET longlong 1
if IS_BND == 0
get NAME_IDX long 1
endif
get NAME_OFF long 1
putarray 0 i OFFSET
putarray 1 i SIZE
putarray 2 i XSIZE
savepos TMP 1
goto NAME_OFF 1
get NAME string 1
putarray 3 i NAME
goto TMP 1
next i
else
padding 0x10 1
for i = 0 < FILES
get FLAGS long 1
get SIZE long 1
get OFFSET long 1
get NAME_IDX long 1
get DUMMY long 1 # NAME_OFF
get XSIZE long 1
putarray 0 i OFFSET
putarray 1 i SIZE
putarray 2 i XSIZE
next i
for i = 0 < FILES
get NAME string 1
putarray 3 i NAME
next i
endif
if EXT == "chrtpfbhd"
open FDDE "chrtpfbdt" 1
elif EXT == "bhd"
open FDDE "bdt" 1
endif
math BASE_OFF = 0
if EXT != "bhd"
if IS_BND == 0
padding 0x10 1
savepos BASE_OFF 1
idstring 1 "BDF"
endif
endif
for i = 0 < FILES
getarray OFFSET 0 i
getarray SIZE 1 i
getarray XSIZE 2 i
getarray NAME 3 i
if XSIZE != 0
math TMP = OFFSET
math TMP + SIZE
if TMP u<= MYASIZE
math OFFSET += BASE_OFF
if FOLDER != ""
string NAME p= "%d/%s" FOLDER NAME
endif
if SIZE == XSIZE
log NAME OFFSET SIZE 1
else
goto OFFSET 1
getdstring SIGN 4 1
if SIGN u== "DCX"
get CHUNK_SIZE long 1
get DUMMY long 1
get DUMMY long 1
get DUMMY long 1
get CHUNKS_BASE_OFF long 1
getdstring DUMMY 0x58 1
xmath CHUNKS "(CHUNKS_BASE_OFF - 0x50) / (8 + 4 + 4)"
math CHUNKS_BASE_OFF + 0x20
else
get CHUNKS_BASE_OFF long 1
get CHUNKS long 1
get CHUNK_SIZE long 1
math CHUNKS_BASE_OFF - 0x18
endif
math CHUNKS_BASE_OFF + OFFSET
log NAME 0 0 1 # in case of duplicates
append
for x = 0 < CHUNKS
get CHUNK_OFF longlong 1
get CHUNK_ZSIZE long 1
get CHUNK_ZIP long 1
math CHUNK_OFF + CHUNKS_BASE_OFF
if CHUNK_ZIP == 0
log NAME CHUNK_OFF CHUNK_ZSIZE 1
else
clog NAME CHUNK_OFF CHUNK_ZSIZE CHUNK_SIZE 1
endif
next x
append
endif
endif
endif
next i
endfunction
- shakotay2
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Re: Mobile Suit Gundam Unicorn/Kidō Senshi Gundam UC
So you got a bunch of 35 files with different types then, right?
For example 6 .hkx files. But the skeleton.hkx doesn't contain the strings "hka" or "hkClass".
Even worse the c00_000_00.flver created by the bms script doesn't have a FLVER signature at file start which I got when extracting that uncompressed file manually from the .bnd.
(You can cut the flver very easily from your 4 MB c00_000_00.bnd using a hex editor:
start 0x2cc030 (FLVER) to 0x384250, size: 754208 bytes)
Possibly your .bnd doesn't match the bms script or there's an unwanted offset on extracting, whatever.
For example 6 .hkx files. But the skeleton.hkx doesn't contain the strings "hka" or "hkClass".
Even worse the c00_000_00.flver created by the bms script doesn't have a FLVER signature at file start which I got when extracting that uncompressed file manually from the .bnd.
(You can cut the flver very easily from your 4 MB c00_000_00.bnd using a hex editor:
start 0x2cc030 (FLVER) to 0x384250, size: 754208 bytes)
Possibly your .bnd doesn't match the bms script or there's an unwanted offset on extracting, whatever.
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?"
