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PS2 3d model
PS2 3d model
Hello, this time, my doubts are about ps2 3d models. I extracted files from a ps2 game, and found 3d maps (How do I know they were 3d models? - They were in a file where related things were found and most of them weren't 2d images, except the textures, which really are from the map, which made me absolutely sure that the file was a 3d model), but I couldn't find any way to extract it. I tried to extract in game with ninjaripper, but I couldn't.
The file:
https://www.mediafire.com/file/9d7iuhg4 ... a.cmp/file
One thing I realized:
In the offset "11CA00" you can see the names of the textures, after I think there are your data or something like that.
Sorry for the english, i'm using google translate.
The file:
https://www.mediafire.com/file/9d7iuhg4 ... a.cmp/file
One thing I realized:
In the offset "11CA00" you can see the names of the textures, after I think there are your data or something like that.
Sorry for the english, i'm using google translate.
- shakotay2
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Re: PS2 3d model
Using hex2obj (view link in my sig):
.
.
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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?"
Re: PS2 3d model
Thanks, but I had already tried use hex2obj, before asking the question, it really is very difficult to use. Could you say the offset you used? I think this is very distorted.
- shakotay2
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Re: PS2 3d model
H2O file is
0x0 500
Vb1
16 99
0x1610 21974
021000
0x0 255
Copy the 6 above lines into a .txt file and rename it to 0000000a_1.H2O. Load mesh and H2O files into hex2obj.
Toggle 'noPtc' button to 'PtCld' (point cloud).
Removing doubles (not implemented) gives less "distortion" but using auto created face indices doesn't look nice:
.
And no, I don't think that it's "difficult to use". It requires some basic understanding of 3D formats, though.
0x0 500
Vb1
16 99
0x1610 21974
021000
0x0 255
Copy the 6 above lines into a .txt file and rename it to 0000000a_1.H2O. Load mesh and H2O files into hex2obj.
Toggle 'noPtc' button to 'PtCld' (point cloud).
Removing doubles (not implemented) gives less "distortion" but using auto created face indices doesn't look nice:
.
It's a helper tool - it was nether intended to be a "one click" solution.
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Last edited by shakotay2 on Wed May 27, 2020 1:55 am, edited 1 time in total.
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?"
Re: PS2 3d model
Okay, I did everything you said. There were some dll's errors, but I managed to download them and everything was fine. What appeared to me was like the first screenshort you sent, but I didn't understand the rest of what you said. But the textures? Is there any way to get them?
- Bigchillghost
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Re: PS2 3d model
The vertices block is chopped into thousands of small pieces and there seems to be other data than positions.
With what?
You may use this BMS script to chop the cmp file more delicately:
Code: Select all
get EndOfFile asize
get folderStr basename
set idx long 0
do
savepos Offset
getdstring Ext 4
get Size long
goto 8 0 SEEK_CUR
if Ext != "CMTX"
math Offset + 0x10
math Size - 0x10
string Name p "%s/%d.%s" folderStr idx Ext
log Name Offset Size
goto Size 0 SEEK_CUR
else
set EndPos long Offset
math EndPos + Size
savepos RelOffset
idstring "TARC"
get Skip long
get TexNum long
get HeaderSize long
for i = 0 < TexNum
getdstring TexName 0x10
goto 0x10 0 SEEK_CUR
get Offset long
get Size long
goto 8 0 SEEK_CUR
math Offset + RelOffset
string Name p "%s/%d_tex/%s.CEMP" folderStr idx TexName
log Name Offset Size
next i
goto EndPos
endif
math idx + 1
savepos CurPos
while CurPos < EndOfFile
The textures are in the CEMP/P2IG container and here's the data of 6.CEMP unpacked by the above script:

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May you find peace in this puzzle-solving game.
when you get helped.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe
when you get helped.-
Acewell
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[PS2] Namco x Capcom (*.cmp)
here is Noesis python script to open textures from cmp file directly or extracted "CEMP" files also.
*script updated May 28, 2020*
*script updated May 28, 2020*
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Last edited by Acewell on Thu May 28, 2020 9:01 pm, edited 3 times in total.
Re: PS2 3d model
Thank you all for the help. I'll explain everything from the beginning.
The game is Namco X Capcom from PS2, when extracting the ISO there are many FAC and FAH files, there is a file called map.fac accompanied by a map.fah. I extracted it with a QuickBMS script from a game called Sunday Magazine (which probably has the same structure as Namco X Capcom, I never saw that game, I just know that I can extract my files successfully). After extracting, there are far and cmp files, the important ones are the cmp, the far are just character sprites.
Here are some links that helped me achieve everything.
https://zenhax.com/viewtopic.php?t=12732
https://dwn009.fandom.com/wiki/Namco_%C ... pcom/Files
I will now test the scripts.
The game is Namco X Capcom from PS2, when extracting the ISO there are many FAC and FAH files, there is a file called map.fac accompanied by a map.fah. I extracted it with a QuickBMS script from a game called Sunday Magazine (which probably has the same structure as Namco X Capcom, I never saw that game, I just know that I can extract my files successfully). After extracting, there are far and cmp files, the important ones are the cmp, the far are just character sprites.
Here are some links that helped me achieve everything.
https://zenhax.com/viewtopic.php?t=12732
https://dwn009.fandom.com/wiki/Namco_%C ... pcom/Files
I will now test the scripts.
Re: PS2 3d model
Well, the textures are ok. Is there any way to open the 3d model?
And the noesis script don't support some files, here are them:
https://www.mediafire.com/file/7a0rkcnc ... rk.7z/file
And I also think that there may be some 3d model here in this file that I found outside of map.fac:
https://www.mediafire.com/file/czu7grjt ... 4.far/file
And the noesis script don't support some files, here are them:
https://www.mediafire.com/file/7a0rkcnc ... rk.7z/file
And I also think that there may be some 3d model here in this file that I found outside of map.fac:
https://www.mediafire.com/file/czu7grjt ... 4.far/file
- shakotay2
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Re: PS2 3d model
Some filtering will be required to get rid of superfluous faces:
.
.
You do not have the required permissions to view the files attached to this post.
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?"
-
Acewell
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Re: PS2 3d model
fixed, replaced non ascii characters in file names with x, updated script here:Num Sei wrote: ↑Wed May 27, 2020 9:46 pm And the noesis script don't support some files, here are them:
https://www.mediafire.com/file/7a0rkcnc ... rk.7z/file
viewtopic.php?f=16&t=22207&p=163602#p163602
