DreamingOxxy Posted February 9 Posted February 9 If you thought my last post was about an old and uncared for game, here's another one! (With hopefully some responses this time, as this format has some research!) MGS:TTS (gamecube, uses .kmy for models and .mar for animations) presumably uses model and animation formats (that I assume are) similar to MGS2 (ps2, uses .kms/.evm for models and .mar for animations), and that format was investigated enough that there's a Noesis plug-in for the original PS2 MGS2, and the PC MGS2. Since the formats have such similar names, and even some models are shared or leftover in MGS2, I'm sure the format reading could be modified to read the TTS models and maybe animations if it's not too difficult. There IS already a kmy2obj mesh tool, but only works on normal game models or maps, cutscene models are basically unreadable, leaving a mess of a mesh behind, and given the OBJ format, it has no skeleton, which isn't a huge issue at times, things can be rigged by hand, but cutscene models being unusable is a pretty big problem, given the low poly nature of the in-gameplay models, the quality wanted for use in other media isn't there, and not all models have a gameplay alternative. Here is a link to the MGS2 Noesis reader: https://github.com/Jayveer/MGS-KMS-EVM-Noesis And a link to the kmy2obj tool: https://github.com/gdkchan/kmy2obj Both with source code available for research into the formats. I figure if the knowledge of both could be combined, perhaps TTS models and animations could be extracted, textures aren't a huge deal but I'll attach some incase someone wants to make a new tool for it, however Solidus for MGS2 can extract the texture bundles already. I've attached quite a few files for testing with, including a range of KMYs and MAR files, some from a stage, some from a cutscene, and some from what I assume is global or gameplay orientated. TTSMODELS.rar
DreamingOxxy Posted 2 hours ago Author Posted 2 hours ago Well, after a few days of trying my heart out to understand model formats, I have made some amount of progress on these after all this time, the OBJ tool provides really good info on how the offsets are read and I've gotten consistent at being able to find the verts and UVs, but I cannot for the life of me figure out face data. I can get pretty close, but the indices just don't make sense to me, I can get most of the model with faces but many just stretch or don't connect correctly, and it might be because they have submeshes, I'm not sure, I've not enough experience to understand it fully yet. If anyone out there is reading this I would still appreciate help in getting these extracted. I've had a project I've wanted to do for a long while but I'm stuck at getting these out, especially when all that I can get is OBJ files with no materials or anything, I just pray for skeletons, I want to do face animation stuff.
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