Namko Posted March 30, 2025 Posted March 30, 2025 Hello guys, this is my first thread in this forum, I was recently digging some model resources from the PSP game yugioh tag force, I've managed to get the texture file, it's in .gim format. whereas the models, I assume, are stored in .tms, and .tmt will be animations, but that's the farthest I can go with these now... So here I am asking for pro's help~ ヽ(≧□≦)ノ I've uploaded the model files in case anyone needs to take a look sample files.rar
Engineers shak-otay Posted March 30, 2025 Engineers Posted March 30, 2025 (edited) Hello, welcome to the forum! Dunno whether you'll need a "pro" but someone who likes to fiddle around. point cloud in cutin-chara-base.tms: Address +2: Edited March 30, 2025 by shak-otay
Engineers shak-otay Posted March 26 Engineers Posted March 26 (edited) It's just a matter to divide up the vertex blocks (chutin-char-base.tms from today's duplicated topic): Using hex2obj: Pressing 'mesh' button a test.obj file is being created. Inserting some sub mesh lines (g SMx) into it helps to find out where the research has to be refined. Here SM4 is a candidate. edit: based on 9310 31cbc 12 ---------- > (addr 0x31CC2, 31cb6 is the better choice) 9372 31fa6 14 (62): test.zip Edited March 28 by shak-otay
Engineers shak-otay Posted March 28 Engineers Posted March 28 (edited) FVFsize 12: Plus there's lots of blocks with mixed FVFsizes (which might build the missing body): Quote ... 11170 389e8 12 ---------- 11358 3931c 112 (188) 11359 3932a 14 11360 39338 14 11361 39344 12 ---------- 11362 39352 14 11363 39360 14 11364 3937c 28 11365 393d2 86 11366 393e0 14 11367 393ee 14 11368 393fc 14 11369 3940a 14 11370 39418 14 11371 394b2 154 11372 394c0 14 11373 394ce 14 11374 39530 98 11375 3954c 28 11376 39568 28 11377 395ba 82 11378 395c8 14 11379 395d6 14 11380 395e4 14 11381 39646 98 11382 39654 14 11383 39664 16 11384 39672 14 11385 39680 14 11386 3969c 28 11387 396e0 68 11388 396ee 14 11389 3976e 128 11390 3977c 14 11391 3978a 14 11392 397a4 26 11393 397b2 14 11394 397ce 28 11395 397dc 14 11396 397f8 28 11397 39806 14 11398 39822 28 11399 3985a 56 11400 398a0 70 11401 398ae 14 11402 398f4 70 11403 39902 14 11404 3992c 42 11405 3993a 14 11406 39956 28 11407 39972 28 11408 3998e 28 11409 399aa 28 11410 399c6 28 11411 39a1a 84 11412 39a28 14 11413 39a44 28 11414 39a52 14 11415 39a6e 28 11416 39a7c 14 11417 39a98 28 11418 39aa6 14 11419 39ac2 28 11420 39ad0 14 11421 39aec 28 11422 39b16 42 11423 39b32 28 11424 39b40 14 11425 39b6a 42 11426 39b94 42 11427 39bbe 42 11428 39c12 84 11429 39c1e 12 ---------- 11897 3b22c 42 (468) 11898 3b248 28 11899 3b264 28 11900 3b280 28 11901 3b29c 28 11902 3b2b8 28 11903 3b2d4 28 11904 3b2f0 28 11905 3b30c 28 11906 3b31a 14 11907 3b328 14 11908 3b336 14 11909 3b344 14 11910 3b360 28 11911 3b37c 28 11912 3b398 28 11913 3b3b4 28 11914 3b3d0 28 11915 3b3ec 28 11916 3b416 42 11917 3b424 14 11918 3b440 28 11919 3b46a 42 11920 3b478 14 11921 3b494 28 11922 3b4a2 14 11923 3b4be 28 11924 3b4dc 30 11925 3b4ec 16 11926 3b50c 32 11927 3b52c 32 11928 3b54c 32 11929 3b55c 16 11930 3b58c 48 11931 3b5ac 32 11932 3b5cc 32 11933 3b5ec 32 11934 3b60c 32 11935 3b62c 32 11936 3b648 28 11937 3b654 12 ---------- 12384 3cb4a 14 (447) 12385 3cb58 14 12386 3cb74 28 12387 3cb90 28 12388 3cbac 28 12389 3cbc8 28 12390 3cbe4 28 12391 3cbf2 14 12392 3cc00 14 12393 3cc0e 14 12394 3cc1c 14 12395 3cc2a 14 12396 3cc46 28 12397 3cc62 28 12398 3cc7e 28 12399 3cc9a 28 12400 3ccb6 28 12401 3ccd2 28 12402 3ccee 28 12403 3cd0a 28 12404 3cd34 42 12405 3cd42 14 12406 3cd6c 42 12407 3cd88 28 12408 3cd96 14 12409 3cdc0 42 12410 3cddc 28 12411 3cdea 14 12412 3cdfa 16 12413 3ce0a 16 12414 3ce2a 32 12415 3ce4a 32 12416 3ce6a 32 12417 3ce7a 16 12418 3ce8a 16 12419 3ce9a 16 12420 3ceaa 16 12421 3ceca 32 12422 3ceea 32 12423 3cf0a 32 12424 3cf2a 32 12425 3cf6a 64 The H2O file for these lines 11937 3b654 12 ---------- 12384 3cb4a 14 (447) is here (right hand): 0x0 3 Vb1 12 99 0x3B65A 447 020400 0x0 255 Edited March 28 by shak-otay
Yuri196 Posted 1 hour ago Posted 1 hour ago After taking some more time to work on it, I was able to figure out how the general mesh information is stored. There's a mesh table located at 0x04 that's read in 12 bytes with each segment divided into 3 parts (4 bytes denoting whether to link the vertices in Triangle or Triangle_Strip, 4 bytes indicating the number of vertices associated with said mesh, and 4 bytes for the relative offset which you combine with the value at 0x08 for the global offset). The mesh data has bone weights associated with it, but can vary from having 1 bone or 4 bones linked with it, so you need to go to 0x14 to figure out how many bones are associated with each model to know if the mesh data string is 12-20 bytes so you can then accurately determine the model coordinates.
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