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PostPosted: Tue Jun 16, 2015 2:27 am 

Joined: Tue Jun 16, 2015 2:09 am
Posts: 4
Hello, i want to know if there is a BMS script or a tool to convert the .bin models to .obj?
And if there is not, could it be possible to make a BMS script(textures and animation are not necessary)at least?.

Here's some samples:
http://www.mediafire.com/download/4sc70l0j3ta1y5a/1.rar

Thanks for your time.


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PostPosted: Sun May 01, 2016 9:29 am 

Joined: Tue Jun 16, 2015 2:09 am
Posts: 4
anybody interested in this?


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PostPosted: Mon May 02, 2016 9:05 am 

Joined: Sat Aug 29, 2015 1:13 pm
Posts: 56
Hi

About file format:

Code:
agg_00_model.bin


bones
.....
offset 11984   BFMDLNODE
offset 12000   (1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
offset 12048   (55 - bone parent ID, 57, -1, -1, -32768, 256, -1, -1)
offset 12064   (1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, -2.7999999523162842, 0.0, 1.0) - relative bone matrice (to parent bone)
offset 12128   (1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2.2999999523162842, -5.0, -0.0, 1.0) - absolute bone matrice (to root bone)
offset 12192   BFMDLNODE
offset 12208   (1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
offset 12256   (56, 58, -1, -1, -32768, 256, -1, -1)
offset 12272   (1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, -2.5999999046325684, 0.0, 1.0)
offset 12336   (1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2.2999999523162842, -2.4000000953674316, -0.0, 1.0)
offset 12400   BFMDLNODE
offset 12416   (1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
offset 12464   (57, 59, -1, -1, -32768, 256, -1, -1)
offset 12480   (1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, -1.2000000476837158, 1.3999999761581421, 1.0)
offset 12544   (1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2.2999999523162842, -1.2000000476837158, -1.3999999761581421, 1.0)

.....

models

We have groups of submeshes called BFMDLMESH. It is used  to split meshes for LODs and collision meshes.

offset 15520   BFMDLMESH
offset 15536   (65535, 64, 0 - mesh ID from mesh list , 14 - count meshes from mesh list, 30, 0, 0, 64)
offset 15552   (-5.4198698997497559, 5.4198708534240723, -1.0809969902038574, 19.107189178466797, -5.0378251075744629, 5.5907959938049316, 20.632902145385742)
offset 15580   (224, 0, 0, 0)
offset 15584   BFMDLMESH
offset 15600   (65535, 67, 14, 14, 30, 60, 1, 67)
offset 15616   (-5.4198698997497559, 5.4198708534240723, -1.0809969902038574, 19.107189178466797, -5.078700065612793, 5.5907959938049316, 20.632902145385742)
offset 15644   (224, 0, 0, 0)
offset 15648   BFMDLMESH
offset 15664   (65535, 70, 28, 5, 20, 120, 2, 70)
offset 15680   (-5.4078149795532227, 5.4078149795532227, -0.009442061185836792, 18.997819900512695, -5.0117058753967285, 5.3677759170532227, 20.468870162963867)
offset 15708   (224, 0, 0, 0)

......

mesh list

offset 15712   BFMDLSUBMESH
offset 15728   (49220, 0, 0, 0, 5507 - type of vertex, 3584, 0, 0)
offset 15744   (-3.8009049892425537, 3.8009049892425537, 7.5199751853942871, 19.107189178466797, -5.0378251075744629, 5.5907959938049316)
offset 15768   (3151 - triangle count, 6787 - vertice count, 5632, 0)
offset 15776   (0 - offset to indice stream in *_vertex.bin file, 18944 - offset to vertice stream in *_vertex.bin file, 131075, 65536, 18950, 18954, 18962, 18944, 18944, 18944, 18944, 18944, 0, 18944, 18944, 0, 0, 0, 0, 0)
offset 15856   BFMDLSUBMESH
offset 15872   (49172, 0, 0, 0, 4099, 3584, 0, 0)
offset 15888   (-0.48192709684371948, 0.48192739486694336, 10.243570327758789, 11.235159873962402, 2.8643069267272949, 3.0743091106414795)
offset 15912   (28, 52, 4608, 0)
offset 15920   (168320, 168576, 1507327, -1, 168576, 168582, 168590, 168576, 168576, 168576, 168576, 168576, 127616, 127872, 168576, 0, 0, 0, 0, 0)







I try to check script for all models and public importer today evening .


Attachments:
screen.jpg [362.46 KiB]
Not downloaded yet
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PostPosted: Mon May 02, 2016 4:17 pm 

Joined: Sat Aug 29, 2015 1:13 pm
Posts: 56
Here is a blend file for import models from *_model.bin files.
It requires to install Blender version 249b (32 bit) and Python 2.6.6.(32 bit).
Doubleclick file "Blender249.blend" and in Text Window press alt+p to run script.
Select file with *.bin and press import.
Script import geometry, uv, weights for vertex and bones.
Bone map is still in progress.

Updated 2016-05-17:
-added extract images from texture.bin as dds files


Attachments:
Blender249[Mobile Suit Gundam Side Stories][PS3][bin][2016-05-17].7z [45.22 KiB]
Downloaded 135 times


Last edited by Szkaradek123 on Tue May 17, 2016 7:46 am, edited 1 time in total.
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PostPosted: Sun May 08, 2016 3:41 pm 

Joined: Wed Nov 11, 2015 7:21 am
Posts: 7
Szkaradek123 wrote:
Here is a blend file for import models from *_model.bin files.
It requires to install Blender version 249b (32 bit) and Python 2.6.6.(32 bit).
Doubleclick file "Blender249.blend" and in Text Window press alt+p to run script.
Select file with *.bin and press import.
Script import geometry, uv, weights for vertex and bones.
Bone map is still in progress.

Thanks Szkaradek123.

Please help me
I have some bin files.
Code:
BFMDLH...................L..€..........................P......$@......%.......+À......+Ð......+à......L`....€Ú........,à......,.......L.......Lð......MP......Q€...+...................................´......70......:.......A ....... ......L`......L`..............L`........................2014-10-30T11:35:26.............................BFMDLNODE.......

Mobile Suit Gundam Side Stories .bin and Gundam Battle Operation Next .bin seems to have similar format.
samplehttp://www.mediafire.com/download/ejgnjt5ptb1zll1/bfmld2.7z


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PostPosted: Sun May 08, 2016 6:37 pm 

Joined: Sat Aug 29, 2015 1:13 pm
Posts: 56
I can help but some missing files:

I think like in Side Stories :
aag_00_model.bin - there is
aag_00_vertex.bin - it miss
aag_00_texture.bin - not necessary


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PostPosted: Mon May 09, 2016 10:52 am 

Joined: Wed Nov 11, 2015 7:21 am
Posts: 7
Here are some more sample from Gundam Battle Operation Next
https://www.mediafire.com/?am0pkq5tjm7wspt


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PostPosted: Tue May 10, 2016 11:44 am 

Joined: Sat Aug 29, 2015 1:13 pm
Posts: 56
Here is a blend file to import models from Gundam Battle Operation Next
Please use like for Mobile Suit Gundam Side Stories

Updated:2016-05-17
-added import textures *.fpk=>*.gtf=>*.dds

Updated:2016-05-15
-fixed viewtopic.php?p=13395#p13395


Updated:2016-05-12
-added import new mesh type
-added fpk extractor


Attachments:
Blender249[Gundam Battle Operation Next Mobile][PS3][bin][fpk][gtf][2016-05-17].7z [46.49 KiB]
Downloaded 148 times


Last edited by Szkaradek123 on Tue May 17, 2016 7:11 am, edited 3 times in total.
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PostPosted: Wed May 11, 2016 8:32 am 

Joined: Sat Aug 29, 2015 1:13 pm
Posts: 56
Here is a blend file to import models from M.S.Battlefield Record U.C. 0081 for files from http://forum.xentax.com/viewtopic.php?f=16&t=14323
Please use like for Mobile Suit Gundam Side Stories
You can use this blend for unpack *.bob files from *.fpk archive.
For skeleton select *.scb file.
Not all is fine. Still is problem to get right names for vertex groups.
For bones i must mix matrices from bind skeleton and with bones from rig(pose) skeleton. Problem with rotation for rig skeleton bones not solved.
Deeper digging in this format requires a lot of time or more cleverness.

.
Updated 2016-05-17:
-added extract images from tsb as dds files


Attachments:
Blender249[Gundam Battlefield Record][PS3][fpk][bob][scb][tsb][2016-05-17].7z [46.44 KiB]
Downloaded 98 times


Last edited by Szkaradek123 on Tue May 17, 2016 8:07 am, edited 1 time in total.
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PostPosted: Wed May 11, 2016 4:28 pm 

Joined: Fri Oct 17, 2014 4:56 pm
Posts: 31
hi Szkaradek123,
I don't use blender. I was wondering how did you get the skin-bone correct for Side Stories?
I see you put 0,1,2,3 for then indices:
Code:
mesh.skinIndiceList.append([0,1,2,3]

how did you end up to fit all the bones for each part?
eg: agg-00 has 73 bones


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PostPosted: Wed May 11, 2016 7:03 pm 

Joined: Sat Aug 29, 2015 1:13 pm
Posts: 56
Models are split into meshes with only 4 vertex groups.
For each mesh exists somewhere info which bones this mesh use - my missing bone map.
There is one section in *_model.bin file, which know all about it, but it is impossible for me to bit it.
So i don't have correct the skin-bone.
But change manual names of groups for favorite character is not too hard in Blender (or in Max).


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PostPosted: Thu May 12, 2016 10:51 am 

Joined: Wed Nov 11, 2015 7:21 am
Posts: 7
Szkaradek123 wrote:
Models are split into meshes with only 4 vertex groups.
For each mesh exists somewhere info which bones this mesh use - my missing bone map.
There is one section in *_model.bin file, which know all about it, but it is impossible for me to bit it.
So i don't have correct the skin-bone.
But change manual names of groups for favorite character is not too hard in Blender (or in Max).

Thanks Szkaradek123.
What is this bug?
Image


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PostPosted: Thu May 12, 2016 2:00 pm 

Joined: Sat Aug 29, 2015 1:13 pm
Posts: 56
I have checked samples and for aag_00 was missing mesh type.
I don't know which model get you mesh error. Maybe this update will help. I added too fpk extractor.

viewtopic.php?p=13256#p13256


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PostPosted: Sat May 14, 2016 2:45 am 

Joined: Tue Jun 16, 2015 2:09 am
Posts: 4
Thank you very much Szkaradek123, you are the best!
I really appreciate this


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PostPosted: Sun May 15, 2016 3:09 am 

Joined: Sun May 15, 2016 2:24 am
Posts: 6
when i try to use the Side Stories script i get an error

Image


can somebody help ?


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PostPosted: Sun May 15, 2016 3:07 pm 

Joined: Wed Nov 11, 2015 7:21 am
Posts: 7
Szkaradek123 wrote:
I have checked samples and for aag_00 was missing mesh type.
I don't know which model get you mesh error. Maybe this update will help. I added too fpk extractor.

viewtopic.php?p=13256#p13256

Image
Please, you've gotta take a look at it
sample file from Gundam Battle Operation Next
https://www.mediafire.com/?6bc4qs1vxc1jh72


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PostPosted: Sun May 15, 2016 5:14 pm 

Joined: Sat Aug 29, 2015 1:13 pm
Posts: 56
updated for Gundam Battle Operation Next viewtopic.php?p=13256#p13256


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PostPosted: Sun May 15, 2016 6:14 pm 

Joined: Sun May 15, 2016 2:24 am
Posts: 6
is there a way to rip the texture files as well ?


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PostPosted: Fri May 20, 2016 5:39 am 

Joined: Sun May 15, 2016 2:24 am
Posts: 6
on Gundam battle operation next how did you manage to rip the models from the game_cpk.sdat file ?


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PostPosted: Wed Jun 08, 2016 5:40 pm 

Joined: Fri Oct 17, 2014 4:56 pm
Posts: 31
Bump this one!
How to extract bin from Gundam battle operation next
PLEASE!


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