
Hi, guys
I would be able to browse models, but most do not have such knowledge.
.bin (meshes)
.dds (textures)
I will send you PM with sample.
Any help would be greatly appreciated.
Thanks,



Hum great !!This one is easy as pie. Don't have time for it though. If someone else wants to learn this stuff this is a game to do it.

Anything in particular to watch out for?howfie wrote:This one is easy as pie. Don't have time for it though. If someone else wants to learn this stuff this is a game to do it.

GOOD ! I really want to pick a try.nope. vertex and index buffers are in plain site. textures are already in DDS files; no need to extract textures lol.


Wow !! I didn't know that lol.Namco goes after people if you get too close lol
I will just read the files with a Hexadecimal, then try to "store" the data in a txt file.go ahead and give Love * Sweet a try. what language are you going to use? if you need help just ask on here.
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This is a binary xml format.
you have 4 bytes for a tag like
AGHX
SCEN
IMGH
then each tag has 12 bytes following it
6 shorts.
This is what tells you the xml structure
its slightly complex in that the numbers can mean a few different things based on the tag.
in a lot of the tags the 2nd short means the number of child elements.
for example
GEOM 00 00 00 02 00 10 00 00 00 00 00 00
this means there are 2 sub nodes under geom
so here is an example
==GEOM 00 00 00 02 00 10 00 00 00 00 00 00 - 2 TRLS sub nodes
====TRLS 00 00 00 01 00 10 00 00 00 00 00 00 - in this case the 1 means it has 1 data element
======VELM 00 00 00 07 00 10 00 00 00 00 00 00 - in this case the 7 means it has 7 data elements
======INDX 00 00 06 06 00 10 00 02 00 00 00 00 - in this case the 0606 means it has that many face indecies
======VERT 00 00 16 1E 00 10 00 00 00 00 00 00 - in this case 16 1E * 4 is the size of the vertex buffer
======BUND 00 00 00 01 00 10 00 01 00 00 00 00 - in this case the 1 means it has 1 data element
====TRLS 00 00 00 01 00 10 00 00 00 00 00 00
======VELM 00 00 00 07 00 10 00 00 00 00 00 00
======INDX 00 00 03 0C 00 10 00 02 00 00 00 00
======VERT 00 00 0A 64 00 10 00 00 00 00 00 00
======BUND 00 00 00 01 00 10 00 01 00 00 00 00
The VELEm tells how to read the vertex points
Vert Element start , type , count
00000000 504F5349 00000003 POSI - 3 floats for verts
0000000C 4E4F524D 00000003 NORM - 3 floats for normals
00000018 54414E47 00000003 TANG - 3 floats for gangents
00000024 42494E4F 00000003 BINO - 3 floats for binormals
00000030 54455843 00000002 TEXC - 2 flaots for tex coords
00000038 424C5745 00000004 BLWE - 4 floats for bone weights
00000048 424C494E 00000001 BLIN - 4 bytes for bone indecies
