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[Request]Shinkon Gattai Godannar.
Posted: Thu Dec 01, 2011 6:16 am
by alon
Hello all,
I have a some LWCV files.
viewtopic.php?f=10&t=5682
Unpacked from eeMemory.bin file.
I used Hex Editor to extract the LWCV files.
*.lcv unidentified
*.tm2 texture
*.unidentified ?
Can anyone help me to convert this format ?
Here are samples.
Thanks.
Re: [Request]Shinkon Gattai Godannar.
Posted: Sun Feb 19, 2012 7:30 am
by alon
Come on, no one has interest in the lcv files?
Re: [Request]Shinkon Gattai Godannar.
Posted: Sun Feb 19, 2012 7:34 am
by finale00
PS2 formats tend to be really ugly so I ignore them most of the time.
Well, pretty much all the time.
Will need better techniques to figure those out.
Re: [Request]Shinkon Gattai Godannar.
Posted: Sun Feb 19, 2012 8:04 am
by alon
Maybe, lcv file has several part.
Re: [Request]Shinkon Gattai Godannar.
Posted: Sun Feb 19, 2012 8:05 am
by finale00
Not only that, it also looks ugly.
You're probably better off looking at PS3/360 games.
It's pretty clear that out of all of the formats that have been reversed, most of them tend to be PC games or PS3/360.
The other ones are like...just takes a whole lot of work.
Re: [Request]Shinkon Gattai Godannar.
Posted: Sun Feb 19, 2012 11:38 am
by dj082502
The game developer is "Natsume"
lcv 3d Model, tm2 texture.
The same format is used in the Battle Assault 3 featuring Gundam Seed.
I'm sorry I couldn't help.
Re: [Request]Shinkon Gattai Godannar.
Posted: Sun Feb 19, 2012 4:51 pm
by alon
Deleted the article.
Re: [Request]Shinkon Gattai Godannar.
Posted: Sun Feb 19, 2012 10:29 pm
by kingfisher13
Hey, I have some information and data that might be useful for extracting model data from this game.
First of all, it would be possible to extract the models directly from the file structure, without ripping them from save states. The file structure is as such:
AFS.LST
DATA.AFS
SADX.AFS
SLPS_203.80
BOOT.PAC
IOPRP280.IMG
SFD.AFS
SYSTEM
The DATA.AFS compressed file contains the models and textures, and opening it should be relatively easy, considering .AFS is a very common compressed file type.
The TIM2 textures have already been cracked, and are viewable, as seen in another of the threads about this game.
The model files will be the only real problem, but that is where hex editor and PCSX2 save states come in.
After several hours of epic gameplay, I have unlocked most of the mechs from the game using PCSX2. I then took a save state of the two mechs I want the models of, Volspina and Core Gunner. Volspina is such an awesome design for a mech, I have obsessed over having a textured model of it in my 3ds Max viewport ever since I learned this game existed. The save state is here:
Code: Select all
http://www.mediafire.com/?bmaa6z2etwr0q96
I don't know how to extract the files from the save state, but apparently a lot of other people on this forum do, so here it is. The version of PCSX2 is 9.8.
Re: [Request]Shinkon Gattai Godannar.
Posted: Mon Feb 20, 2012 6:05 am
by alon
kingfisher13 wrote:state is here:
Code: Select all
http://www.mediafire.com/?bmaa6z2etwr0q96
I don't know how to extract the files from the save state, but apparently a lot of other people on this forum do, so here it is. The version of PCSX2 is 9.8.

Model and texture are kept inside a eeMemory.bin of the SLPS-20380 (927D3EB4).00.p2s.
extract data is here
Re: [Request]Shinkon Gattai Godannar.
Posted: Mon Feb 20, 2012 4:39 pm
by kingfisher13
Thanks, I looked at the files- the textures, like I thought, are easily extracted and viewed. I sent the models to our mutual helper, who will look into cracking the format. If we could get some other people to look at the format, that would be good. Alon, could you get some more people on this project? I don't really know anybody here, but maybe you could get some people in on this.
Re: [Request]Shinkon Gattai Godannar.
Posted: Mon Feb 20, 2012 10:22 pm
by kingfisher13
Allright, my associate from the PS2 model ripping website has made some progress with the model files... here it is:
"The vertexes appear after the following header:
01 01 00 01 00 80 ?? 78
Where ?? is the number of vertexes
the vertexes are in implicit tristrips where
you connect the first vertex to the second to the third.
Then the second to the third to the fourth.
The third to the fourth to the fifth ect.
Some culling will still need to be done.
As for UV coords or Normal Mappings I am not sure."
So as you can see, it is quite possible to reverse-engineer these formats. I bet we will have this model format figured out by the end of the month, if not sooner.
Re: [Request]Shinkon Gattai Godannar.
Posted: Mon Feb 20, 2012 10:33 pm
by chrrox
its the same thing as xenosaga just look at that example.
Re: [Request]Shinkon Gattai Godannar.
Posted: Tue Feb 21, 2012 12:21 am
by revelation
This format actually doesn't look all that difficult.
LWCV contains offset to DTHD section.
DTHD contains offsets to the RTDT and TXDT sections.
RTDT contains offsets to the BNDT sections.
BNDT contain bone information and offsets to the LYDT sections.
LYDT possibly bounding box data? and contains offsets to the SFDT sections.
SFDT contains offsets to the SDMA and DRAW sections.
SDMA and DRAW both use ps2 VIF tags to store the information (as do most later release ps2 games, for optimization purposes)
Offsets are relative to the sections they are contained within.
Haven't looked any deeper than the above quick glance at the format, so there may still be some hidden quirks.
As far as ps2 formats go, this is by no means ugly (at least initially). Especially since it not further compressed or bit packed like some are. Early generation ps2 formats before more developers were knowledgeable of the benefits of VIF tags, used a lot more tricks to make things smaller and more compact.
i have tried to explain the ps2 VIF tags, but in most cases it might be too much of a hassle to deal with for non-programmers, and so they are usually just brute-forced through as in kingfisher13's description above. Once you understand how the tags are usually unpacked into even more understandable structured layouts, they become easier to deal with.
Re: [Request]Shinkon Gattai Godannar.
Posted: Tue Feb 21, 2012 2:00 am
by kingfisher13
NICE. Thanks, Revelation. Although, that wasn't me who found out the stuff I listed, it was an associate. I have no knowledge of hex editor or programming at all. XD My experience is with model design, animation, and rendering.
Revelation, if you could keep searching the format, that would be awesome. I bet we could make a simple converter plugin or something within the month, considering what you said about the format. Chrrox, whassup, dude? It would be awesome if you would also join us in the project, since you know the format, maybe you could get started on a conversion program, possibly to a format which supports bone structure, such as FBX or Collada (I'm pretty sure they do anyway)?
Re: [Request]Shinkon Gattai Godannar.
Posted: Tue Feb 21, 2012 8:24 am
by dj082502
Other than that, same model format as their other two games.
Battle Assault 3 featuring Gundam Seed
DICE DNA Integrated Cybernetic Enterprises
Natsume's other games also use the same format.