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PostPosted: Sat Jul 16, 2016 1:10 am 

Joined: Tue Dec 08, 2015 8:36 pm
Posts: 97
https://mega.nz/#!HoZCRAiY!mCjqFgOPEQ6X ... ImTXGBybds

how do i extract them

PostPosted: Sat Jul 16, 2016 8:45 am 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 514
use the bms script in this post to split the dds textures from the archives that have "TEX" in their name, like "PL04TEX1P.K2MP" :D

as for the model, this is the first submesh in PL04.K2MP

i did have to modify the data to get correct face indices
each row of face indices started with 03 00 00 00 that was messing up everything
and i didn't know how to skip them so i removed them all :D

for the models you can use this bms script to split the .x models from the K2MP file :D
findloc OFFSET binary "\x78\x6f\x66\x20"
    goto OFFSET
    get DUMMY long
    findloc NEXT_OFFSET binary "\x78\x6f\x66\x20" 0 ""
    if NEXT_OFFSET == ""
        get SIZE asize
        math SIZE = NEXT_OFFSET
    math SIZE -= OFFSET
    log "" OFFSET SIZE
while NEXT_OFFSET != ""

then you can import those binary DirectX models into any capable 3d software
there is a Noesis script by finale00 here
http://himeworks.com/redirect.php?type= ... rectX_xbin
linked from here

and i know 3d object converter can open them too
you can combine them all in your favorite 3d software :D

Last edited by Acewell on Sun Jul 17, 2016 5:28 am, edited 1 time in total.

PostPosted: Sat Jul 16, 2016 12:48 pm 

Joined: Thu Aug 07, 2014 10:28 pm
Posts: 177
you can just use the direct x sdk they are .x files
they start with xof 0303bin 0032

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