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Zero Tolerance for Disrespect

[PS2] Dragon Ball Z Sagas .DBL(3D Model)

Featured Replies

  • Localization

Hi, I'm trying to figure out how bone flags work in the game, since I'm working with some friends on exporting/importing models for this game. Unfortunately, I don't want to be selfish by not sharing the page (since we built it in HTML), but I can't post links like that. I'll send you a sample of what I've been working on for the game. The problem is this: The game expects bone flags that I don’t quite understand yet, since the vertices explode or get messed up. I’ve only managed to get as far as what’s shown in the image; I haven’t quite succeeded yet. I’ve run many tests, but honestly, I don’t understand it. I also tried looking into the source code, but I didn’t find anything. Maybe someone with some free time could help me achieve the perfect port. If so, I’ll give you credit on my GitHub when I release my HTML (along with the code resources). I’ll include samples of what I’ve managed to do, as well as samples of the original files and the buuhan file

Since I can't convert URLs like GitHub or downloads, I'm going to post the monstrous HTML I created for editing DBL files. Also, if you don't want to use the .bms file, I'll post the other HTML I've been working on to view .dbu files (replace/extract files) from the content


files.rar

image.pngimage.pngimage2.png

image.pngimage.pngimage.png

files.rar

  • Supporter

I just figured it out at meet the robinson. It use same skeleton.

image.png

Here is struct. Alot of unknowns and guess work.

float Rotation[12];
float Transform[3];
float Scale[1];
float Matrix4x4[16];
uint32 Unknown_0;
uint32 Unknown_1;
ubyte Unknown_2;
ubyte Unknown_3;
ubyte Unknown_4;
ubyte Unknown_5;
uint32 Unknown_6;
uint32 Unknown_7;
float BBoxMin[3];
float BBoxMax[3];
                    
float BBoxRadius;
char BoneName[16];
                    
uint32 Unknown_8;
uint32 ParentBoneId;
ubyte Unknown_9;
ubyte BoneId;
ubyte Unknown_10;
ubyte Unknown_11;
uint32 Unknown_12;
float BBoxMin0[3];
float BBoxMax0[3];
byte Reserved[8];

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