November 13, 2025Nov 13 I've been studying old forums, but I still haven't figured out how to unpack the files. Get mesh and textures. Animations are possible. res_m13_cor_templeaftermath_extracted.zip Edited November 14, 2025Nov 14 by Kitsuneshkaa
November 14, 2025Nov 14 Author http://aluigi.org/bms/spiderman_st2.bms I found this, but it seems the decryption header is different. Edited November 14, 2025Nov 14 by Kitsuneshkaa
November 15, 2025Nov 15 Supporter In the ..var01.st2 csv data is contained: Quote meshes\chars\common\b_human.csv b_human,,,,,,,,,,,,,,,,,,,,,,,,, REACTION,,,,,,,,,,,,,,,,,,,,,,,,, Level,Location,SeqCategory,Conditions,Reaction,AttackerReaction,Momentum,LengthMod,Tween,Skip,Homing,Damage,Sound,Effect,// COMMENTS ,,,,,,,,,,, ,,,,,,,,0,0,0,,wep_ls_hit_low*,,//,,,,,,,,,,, //Air Hits,,,,,,,,,,,,,,,,,,,,,,,,, !,AIR,!,,R_Airhit_Front,,,,,,"2,1400,0",,wep_ls_hit_high,IDS_FX_LIGHTSABER_BODY_IMPACT,,,,,,,,,,,, ,,,,,,,,,,,,,,,,,,,,,,,,, //Ground Hits,,,,,,,,,,,,,,,,,,,,,,,,, !,!,knockdown,,R3_Hit_OnBack,,,,,,"0, 0, 0",,wep_ls_hit_high,IDS_FX_LIGHTSABER_BODY_IMPACT,,,,,,,,,,,, !,!,knockedfacedown,,R3_Hit_OnFront,,,,,,"0, 0, 0",,wep_ls_hit_high,IDS_FX_LIGHTSABER_BODY_IMPACT,,,,,,,,,,,, ,,,,,,,,,,,,,,,,,,,,,,,,, //Kill Hits,,,,,,,,,,,,,,,,,,,,,,,,, !,BACK,,ZERO_HEALTH,R4_Hit_Back,,,,,,"21,400,180",,wep_ls_hit_high,IDS_FX_LIGHTSABER_BODY_IMPACT,,,,,,,,,,,, !,!,,ZERO_HEALTH,R4_Hit_Front,,,,,,"2,1400,0",,wep_ls_hit_high,IDS_FX_LIGHTSABER_BODY_IMPACT,,,,,,,,,,,, ,,,,,,,,,,,,,,,,,,,,,,,,, "//Blocked, ALL Directions (Note: 360 Blocking now in!!!)",,,,,,,,,,,,,,,,,,,,,,,,, 1,"BLOCK, FRONT, LEFT, RIGHT, BACK",,,Block1_React_Gen,,,,0,0,"10, 720, 0",0,, 2,"BLOCK, FRONT, LEFT, RIGHT, BACK",,,Block1_React_Gen,,,,0,0,"10, 720, 0",0,, 3,"BLOCK, FRONT, LEFT, RIGHT, BACK",,,Block1_React_Gen,,,,0,0,"10, 720, 0",0,, 4,"BLOCK, FRONT, LEFT, RIGHT, BACK",,,Block1_React_Gen,,,,0,0,"10, 720, 0",0,, 5,"BLOCK, FRONT, LEFT, RIGHT",,,R4_Hit_Front,,,,0,0,"10, 720, 0",0,, 5,"BLOCK, BACK",,,R4_Hit_Back,,,,0,0,"10, 720, 0",0,, 9,"BLOCK, FRONT, LEFT, RIGHT, BACK",,,Block1_React_Gen,,,,0,0,"10, 720, 0",0,, ,,,,,,,,,,,,, "//Hit, in Rear",,,,,,,,,,,,, 1,BACK,,,R1_Hit_Back,,,,,,"0, 720, 0",,wep_ls_hit_low,IDS_FX_LIGHTSABER_BODY_IMPACT 2,BACK,,,R2_Hit_Back,,,,,,"0, 720, 0",,wep_ls_hit_med,IDS_FX_LIGHTSABER_IMPACT_HEAVY 3,BACK,,,R3_Hit_Back,,,,0,0,"0, 720, 0",,wep_ls_hit_high,IDS_FX_LIGHTSABER_IMPACT_HEAVY 4,BACK,,,R4_Hit_Back,,,,0,0,"2, 720, 180",,wep_ls_hit_high,IDS_FX_LIGHTSABER_IMPACT_FURY 5,BACK,,,R4_Hit_Back,,,,0,0,"2, 720, 180",,wep_ls_hit_high,IDS_FX_LIGHTSABER_IMPACT_FURY 9,BACK,,,NULL,,,,0,0,"2, 720, 180",,wep_ls_hit_high, ,,,,,,,,,,,,, "//Hit, Front",,,,,,,,,,,,, 1,FRONT,,,R1_Hit_Front,,,,,,"10, 720, 0",,wep_ls_hit_low,IDS_FX_LIGHTSABER_BODY_IMPACT 2,FRONT,,,R2_Hit_Front,,,,,,"10, 720, 0",,wep_ls_hit_med,IDS_FX_LIGHTSABER_IMPACT_HEAVY 3,FRONT,,,R3_Hit_Front,,,,0,0,"0, 720, 0",,wep_ls_hit_high,IDS_FX_LIGHTSABER_IMPACT_HEAVY 4,FRONT,,,R4_Hit_Front,,,,0,0,"0, 720, 0",,wep_ls_hit_high,IDS_FX_LIGHTSABER_IMPACT_FURY 5,FRONT,,,R4_Hit_Front,,,,0,0,"0, 720, 0",,wep_ls_hit_high,IDS_FX_LIGHTSABER_IMPACT_FURY 9,FRONT,,,NULL,,,,0,0,"0, 720, 0",,wep_ls_hit_high, ,,,,,,,,,,,,, edit: and xml data: <!-- ______________________________________________________________________________ Copyright 2004 The Collective, Inc. DISMEMBERMENT DEFINITION Character: Clone Trooper Author: Baback Elmieh Date: 01/07/2004 ______________________________________________________________________________ --> <!-- HEAD --> <DismemberablePart Name="Head" Hitpoints="25"> <!-- The Materials section is a list of materials in the original mesh that are to be turned off when the part is dismembered --> <!-- <Materials> <Material Name="headSG"/> </Materials> --> <!-- ReactionProcessing defines the chunks and particles to be spawned when a reaction dismemberment is processed for the character the definition requires a Bone from which a chunk should be spawned and the name of the chunkmesh. The ChunkMesh definition in turn can have several values set such as GravityScale and UseGinFile. GravityScale greater than 1.0 pulls a chunk down faster, UseGinFile will look for a bounding box with the same name as the chunkmesh in the damage mesh's gin file, if the bound is found, it is used instead of the default rendering bound which can help artists orientate chunks so that they land on their correct side --> <ReactionProcessing> <!-- particles --> <Particles> <!-- spark particle from the joint --> <Param Name="BoneEmission" Value="neck_g"> <Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/> </Param> </Particles> <!-- chunks --> <!-- <Chunk Typename="TSingleChunk"> <Param Name="Bone" Value="neck_g"> <Param Name="ChunkMesh" Value="head"/> <Param Name="GravityScale" Value="1.4"/> <Param Name="RandomVelocityScale" Value="0.2"/> </Param> </Chunk> --> </ReactionProcessing> <!-- The Capsules section provides a list of capsules that should affect the hitpoint of the part and should be disabled once the chunk has been dismembered --> <Capsules> <Capsule Name="Dneck_g"/> </Capsules> </DismemberablePart> <!-- LEFT SHOULDER --> <DismemberablePart Name="Left Shoulder" Hitpoints="25"> <Materials> <Material Name="Shoulder_LSG"/> </Materials> <ReactionProcessing> <!-- particles --> <Particles> <!-- spark particle from the joint --> <Param Name="BoneEmission" Value="shoulder_L_g"> <Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/> </Param> </Particles> <!-- chunks --> <Chunk Typename="TSingleChunk"> <Param Name="Bone" Value="shoulder_L_g"> <Param Name="ChunkMesh" Value="Shoulder_L"/> <Param Name="GravityScale" Value="1.8"/> <Param Name="RandomVelocityScale" Value="0.1"/> </Param> </Chunk> </ReactionProcessing> <Capsules> <Capsule Name="Dshoulder_L_g"/> </Capsules> </DismemberablePart> <!-- RIGHT ELBOW --> <DismemberablePart Name="Right Shoulder" Hitpoints="25"> <Materials> <Material Name="Elbow_RSG"/> </Materials> <ReactionProcessing> <!-- particles --> <Particles> <!-- spark particle from the joint --> <Param Name="BoneEmission" Value="shoulder_R_g"> <Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/> </Param> </Particles> <!-- chunks --> <Chunk Typename="TSingleChunk"> <Param Name="Bone" Value="shoulder_R_g"> <Param Name="ChunkMesh" Value="Elbow_R"/> <Param Name="GravityScale" Value="1.8"/> <Param Name="RandomVelocityScale" Value="0.1"/> </Param> </Chunk> </ReactionProcessing> <Capsules> <Capsule Name="Dshoulder_R_g"/> </Capsules> </DismemberablePart> </DismembermentDefinition> Edited November 15, 2025Nov 15 by shak-otay
November 15, 2025Nov 15 Author 5 hours ago, shak-otay said: In the ..var01.st2 csv data is contained: edit: and xml data: <!-- ______________________________________________________________________________ Copyright 2004 The Collective, Inc. DISMEMBERMENT DEFINITION Character: Clone Trooper Author: Baback Elmieh Date: 01/07/2004 ______________________________________________________________________________ --> <!-- HEAD --> <DismemberablePart Name="Head" Hitpoints="25"> <!-- The Materials section is a list of materials in the original mesh that are to be turned off when the part is dismembered --> <!-- <Materials> <Material Name="headSG"/> </Materials> --> <!-- ReactionProcessing defines the chunks and particles to be spawned when a reaction dismemberment is processed for the character the definition requires a Bone from which a chunk should be spawned and the name of the chunkmesh. The ChunkMesh definition in turn can have several values set such as GravityScale and UseGinFile. GravityScale greater than 1.0 pulls a chunk down faster, UseGinFile will look for a bounding box with the same name as the chunkmesh in the damage mesh's gin file, if the bound is found, it is used instead of the default rendering bound which can help artists orientate chunks so that they land on their correct side --> <ReactionProcessing> <!-- particles --> <Particles> <!-- spark particle from the joint --> <Param Name="BoneEmission" Value="neck_g"> <Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/> </Param> </Particles> <!-- chunks --> <!-- <Chunk Typename="TSingleChunk"> <Param Name="Bone" Value="neck_g"> <Param Name="ChunkMesh" Value="head"/> <Param Name="GravityScale" Value="1.4"/> <Param Name="RandomVelocityScale" Value="0.2"/> </Param> </Chunk> --> </ReactionProcessing> <!-- The Capsules section provides a list of capsules that should affect the hitpoint of the part and should be disabled once the chunk has been dismembered --> <Capsules> <Capsule Name="Dneck_g"/> </Capsules> </DismemberablePart> <!-- LEFT SHOULDER --> <DismemberablePart Name="Left Shoulder" Hitpoints="25"> <Materials> <Material Name="Shoulder_LSG"/> </Materials> <ReactionProcessing> <!-- particles --> <Particles> <!-- spark particle from the joint --> <Param Name="BoneEmission" Value="shoulder_L_g"> <Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/> </Param> </Particles> <!-- chunks --> <Chunk Typename="TSingleChunk"> <Param Name="Bone" Value="shoulder_L_g"> <Param Name="ChunkMesh" Value="Shoulder_L"/> <Param Name="GravityScale" Value="1.8"/> <Param Name="RandomVelocityScale" Value="0.1"/> </Param> </Chunk> </ReactionProcessing> <Capsules> <Capsule Name="Dshoulder_L_g"/> </Capsules> </DismemberablePart> <!-- RIGHT ELBOW --> <DismemberablePart Name="Right Shoulder" Hitpoints="25"> <Materials> <Material Name="Elbow_RSG"/> </Materials> <ReactionProcessing> <!-- particles --> <Particles> <!-- spark particle from the joint --> <Param Name="BoneEmission" Value="shoulder_R_g"> <Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/> </Param> </Particles> <!-- chunks --> <Chunk Typename="TSingleChunk"> <Param Name="Bone" Value="shoulder_R_g"> <Param Name="ChunkMesh" Value="Elbow_R"/> <Param Name="GravityScale" Value="1.8"/> <Param Name="RandomVelocityScale" Value="0.1"/> </Param> </Chunk> </ReactionProcessing> <Capsules> <Capsule Name="Dshoulder_R_g"/> </Capsules> </DismemberablePart> </DismembermentDefinition> ok, var is info file. other files? Desktop.zip Edited November 15, 2025Nov 15 by Kitsuneshkaa
November 15, 2025Nov 15 Supporter I don't see something obvious. Also the files are too small to contain meshes, imho. (Maybe use a PS2 debugger/emulator for getting some decent infos?)
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