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Author Topic: The Console Tool (by Low Lines)  (Read 252430 times)

huckpie

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Re: The Console Tool (by Low Lines)
« Reply #420 on: January 31, 2012, 11:00:29 pm »
A custom model format with the magic id "SCEN", my guess an in-house format for The Game Factory company.

Which would be a bummer unless if the format isn't that hard to decode. From what I saw when I opened it on Notepad, bone names show up as strings.

EDIT: Is the PAK format found on Digimon games any similar to Webfoot's?
« Last Edit: January 31, 2012, 11:05:37 pm by huckpie »

Low Lines

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Re: The Console Tool (by Low Lines)
« Reply #421 on: February 03, 2012, 09:58:27 am »
The N3D Scene File is basically made up of three parts. The first part holds materials, these can optionally include a string path to a TEX file stored in the rom.
The second part holds the model data, which starts with the skeleton and then the geometry data which I'm sure (although haven't really looked) is just packed geometry commands. I haven't really looked at the final part yet.

I've tried breaking down the model data, however I as of yet haven't figured out how it's broken up.

Code: [Select]
header {
u8[4] magic,
u32 materialOffset,
u32 modelOffset,
u32 offs3,
u8[20] unknown
}
materialObject { // repeats until end of materialSection
u32 offset?,
u8[16] name,
u32 flags,
u8[256] texturePath,
u8[44] unknown
}
modelSection {
bones/objects,
geometry_data
}
offs3Section {

}

Here's my attempt at breaking down the modelSection in your angel.n3d file...
Spoiler:
Code: [Select]
$0678 u32 01000000 1
$067C u32 0A090000 $090A
$0680 u8[16] 00000100000000000000000000000000
$0690 u32 BC060000 $06BC
$0694 u8[16] 576F726C640000000000000000000000 World
$06A4 s32 7BF9FFFF -1669
$06A8 s32 23050000 1315
$06AC s32 BAEFFFFF -4166
$06B0 u32 2E080000 $082E
$06B4 u8[16] 73220000B00F00000200000008080000
$06C4 u8[16] 0000000000000000780600002C4C0000
$06D4 u32 F4060000 $06F4
$06D8 u8[16] 726F746174655F616C6C000000000000 rotate_all
--------------------------------------------------------------------------------------------------------------------
$06E8 u8[12] 010000000000010100000000
$06F4 u32 00080000 2048
$06F8 u32 08080000 2056
$06FC u8[16] 0000000000000000BC06000000000000
$070C u32 44070000 $0744
$0710 u8[16] 43656E746572526F6F74000000000000 CenterRoot
--------------------------------------------------------------------------------------------------------------------
$0720 u8[36] 0100000001000102023F000000000000AA0D0000B2FFFFFF00040000FDFFFFFF00040000
$0744 u32 00080000 2048
$0748 u32 00080000 2048
$074C u8[8] 0000000000000000F406000040080000
$075C u32 A0070000 $07A0
$0760 u8[16] 4C656674486970000000000000000000 LeftHip
--------------------------------------------------------------------------------------------------------------------
$0770 u8[48] 0100000001010103FA3E000069FEFFFFA30000009A01000002F8FFFFDBFFFFFF4D0700006E000000480100008D020000
$07A0 u32 00080000 2048
$07A4 u32 00080000 2048
$07A8 u8[16] 00000000000000004407000000000000
$07B8 u32 F0070000 $07F0
$07BC u8[16] 4C6566744B6E65650000000000000000 LeftKnee
--------------------------------------------------------------------------------------------------------------------
$07CC u8[36] 0100000001000104763E00005D030000000000000000000001000000F7FFFFFF86FFFFFF
$07F0 u32 00080000 2048
$07F4 u32 00000000 0
$07F8 u8[16] 0000000000000000A007000000000000
$0808 u32 00000000 $0000
$080C u8[16] 4C656674466F6F740000000000000000 LeftFoot
--------------------------------------------------------------------------------------------------------------------
$081C u8[36] 0100000001000105F23D00006B0700000000000000000000280000001800000002030000
$0840 u32 00080000 2048
$0844 u32 00080000 2048
$0848 u8[16] 0000000000000000F40600003C090000
$0858 u32 9C080000 $089C
$085C u8[16] 52696768744869700000000000000000 RightHip
--------------------------------------------------------------------------------------------------------------------
$086C u8[48] 01000000010101067A3D000069FEFFFFA300000066FEFFFFFE070000250000004D070000B1FFFFFF2DFFFFFFD8020000
$089C u32 00080000 2048
$08A0 u32 00080000 2048
$08A4 u8[16] 00000000000000004008000000000000
$08B4 u32 EC080000 $08EC
$08B8 u8[16] 52696768744B6E656500000000000000 RightKnee
--------------------------------------------------------------------------------------------------------------------
$08C8 u8[36] 0100000001000107EA3C00005D0300000000000000000000FFFFFFFF0900000086FFFFFF
$08EC u32 00080000 2048
$08F0 u32 00000000 0
$08F4 u8[16] 00000000000000009C08000000000000
$0904 u32 00000000 $0000
$0908 u8[16] 5269676874466F6F7400000000000000 RightFoot
--------------------------------------------------------------------------------------------------------------------
$0918 u8[36] 0100000001000108663C00006B0700000000000000000000D8FFFFFFE8FFFFFF02030000
$093C u32 00080000 2048
$0940 u32 00080000 2048
$0944 u8[16] 0000000000000000F4060000740C0000
$0954 u32 8C090000 $098C
$0958 u8[16] 43656E7465725370696E650000000000 CenterSpine
--------------------------------------------------------------------------------------------------------------------
$0968 u8[36] 0100000001000109FA3B0000A900000026000000000000000100000004000000D8FFFFFF
$098C u32 00080000 2048
$0990 u32 00080000 2048
$0994 u8[16] 00000000000000003C09000000000000
$09A4 u32 DC090000 $09DC
$09A8 u8[16] 43656E7465725370696E650000000000 CenterSpine
--------------------------------------------------------------------------------------------------------------------
$09B8 u8[36] 010000000100010A5E3B00007E0200000000000000000000000000000000000004FFFFFF
$09DC u32 00080000 2048
$09E0 u32 00080000 2048
$09E4 u8[16] 00000000000000008C0900001C0B0000
$09F4 u32 2C0A0000 $0A2C
$09F8 u8[16] 43656E7465724E65636B000000000000 CenterNeck
--------------------------------------------------------------------------------------------------------------------
$0A08 u8[36] 010000000100010BDA3A00001B030000000000000000000000000000000000005E010000
$0A2C u32 00080000 2048
$0A30 u32 00080000 2048
$0A34 u8[16] 0000000000000000DC09000000000000
$0A44 u32 7C0A0000 $0A7C
$0A48 u8[16] 43656E74657248656164000000000000 CenterHead
--------------------------------------------------------------------------------------------------------------------
$0A58 u8[36] 010000000100010C563A0000C00100000000000000000000000000000000000023FFFFFF
$0A7C u32 00080000 2048
$0A80 u32 00080000 2048
$0A84 u8[16] 00000000000000002C0A000000000000
$0A94 u32 CC0A0000 $0ACC
$0A98 u8[16] 68616972000000000000000000000000 hair
--------------------------------------------------------------------------------------------------------------------
$0AA8 u8[36] 010000000100010DD23900006A050000000000000000000000080000000000004BF9FFFF
$0ACC u32 00080000 2048
$0AD0 u32 00000000 0
$0AD4 u8[16] 00000000000000007C0A000000000000
$0AE4 u32 00000000 $0000
$0AE8 u8[16] 68616972310000000000000000000000 hair1
--------------------------------------------------------------------------------------------------------------------
$0AF8 u8[36] 010000000100010E4E39000036060000000000000000000000000000000000009EFEFFFF
$0B1C u32 00080000 2048
$0B20 u32 00080000 2048
$0B24 u8[16] 00000000000000008C090000C80B0000
$0B34 u32 780B0000 $0B78
$0B38 u8[16] 4C65667453686F756C64657200000000 LeftShoulder
--------------------------------------------------------------------------------------------------------------------
$0B48 u8[48] 010000000101010FDA380000A0020000BCFFFFFF9D020000AF04000042FCFFFFDDFBFFFFE1FEFFFFACFEFFFFA9020000
$0B78 u32 00080000 2048
$0B7C u32 00000000 0
$0B80 u8[16] 00000000000000001C0B000000000000
$0B90 u32 00000000 $0000
$0B94 u8[16] 4C656674456C626F7700000000000000 LeftElbow
--------------------------------------------------------------------------------------------------------------------
$0BA4 u8[36] 010000000100011046380000420300000000000000000000FEFFFFFFF1FFFFFF86000000
$0BC8 u32 00080000 2048
$0BCC u32 00080000 2048
$0BD0 u8[16] 00000000000000008C09000000000000
$0BE0 u32 240C0000 $0C24
$0BE4 u8[16] 526967687453686F756C646572000000 RightShoulder
--------------------------------------------------------------------------------------------------------------------
$0BF4 u8[48] 0100000001010111DA370000A0020000BCFFFFFF63FDFFFF5103000042040000DD03000000000000C60000009C020000
$0C24 u32 00080000 2048
$0C28 u32 00000000 0
$0C2C u8[16] 0000000000000000C80B000000000000
$0C3C u32 00000000 $0000
$0C40 u8[16] 5269676874456C626F77000000000000 RightElbow
--------------------------------------------------------------------------------------------------------------------
$0C50 u8[36] 01000000010001123E370000420300000000000000000000020000000F00000086000000
$0C74 u32 00080000 2048
$0C78 u32 00000000 0
$0C7C u8[16] 0000000000000000F4060000C40C0000
$0C8C u32 00000000 $0000
$0C90 u8[16] 726F636B000000000000000000000000 rock
--------------------------------------------------------------------------------------------------------------------
$0CA0 u8[36] 0100000001000113FA360000540000003C000000FCFFFFFFFFFBFFFFE4FFFFFF65030000
$0CC4 u32 08000000 8
$0CC8 u32 00000000 0
$0CCC u8[16] 0000000000000000F406000000000000
$0CDC u32 00000000 $0000
$0CE0 u8[16] 616E67656C5368617065000000000000 angelShape

Romsstar

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Re: The Console Tool (by Low Lines)
« Reply #422 on: February 03, 2012, 11:56:49 am »
Any news on the MMD format from Digimon World?

Low Lines

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Re: The Console Tool (by Low Lines)
« Reply #423 on: February 03, 2012, 07:18:58 pm »
No, there were flaws in my assumptions with the MMD format that I just can't figure out no matter how many hours/days I put into it. I've put up my findings so that other people with more time and motivation on their hands can try figuring them out. I might take another look at formats I tried figuring out later on after I've taken my brain off them for a while, that sometimes works, but it sure as hell won't happen anytime soon.

huckpie

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Re: The Console Tool (by Low Lines)
« Reply #424 on: February 03, 2012, 08:34:00 pm »
Sounds interesting. In fact I'm eager to know when will the format be hacked so that I could port Strawberry into another game.  :P

Koetsu

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Re: The Console Tool (by Low Lines)
« Reply #425 on: February 07, 2012, 12:26:30 am »
I'll say it. I've wanted to see if these DS models could be animated provided the correct files. Seeing all this progress on the digimon 3D models, think you could look into the DS stuff sometime?

danke

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Re: The Console Tool (by Low Lines)
« Reply #426 on: February 10, 2012, 04:24:35 pm »
Any ideas on these? http://www.mediafire.com/?7xn6gqvayz5p8sp

They seem to be archives of some sort.

They are from Kaizoku Sentai Gokaiger for the DS.

huckpie

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Re: The Console Tool (by Low Lines)
« Reply #427 on: February 19, 2012, 09:03:48 am »
Any news on the model formats?

Auryn

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Re: The Console Tool (by Low Lines)
« Reply #428 on: March 17, 2012, 09:34:05 am »
Hi Lowlines,
I wanted to note a "bug" with 31b (I didn't read any documentation so sorry if it's already known).
When viewing nsbmd with multiple models inside, CT show them all at the same time and there is no model selector.
Is the zoom still missing as well??



Another little problem is that if the texture is loaded alone it look like this (wrong palette):


But as soon as the 3D model is loaded as well, it correct itself (correct palette):


UPDATE:
Sadly some more bugs in 31b.
When opening the same files (NCLR/NCGR/NCER) in 31a, everything is fine and show correct bank names but when opened in 31b, there is something wrong with the tile indexes and the bank names doesn't show.




« Last Edit: March 19, 2012, 04:23:15 am by Auryn »

Auryn

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Re: The Console Tool (by Low Lines)
« Reply #429 on: April 04, 2012, 01:59:21 pm »
Back again with another little bug report.
When opening many many tabs, the cross to close the tabs disappears.
Maybe while fixing that, you can add "tab scroll arrows" like Firefox to scroll the tabs left and right (not repositioning).

viperzerof-2

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Re: The Console Tool (by Low Lines)
« Reply #430 on: May 08, 2012, 11:51:14 am »
low lines would it be possible to add this format? its ace combat xi for the IOS it was released in 09. I have the texture format working already if I could get the models it would really help me out

http://www.gamefront.com/files/21672452/pack.rar

henke37

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Re: The Console Tool (by Low Lines)
« Reply #431 on: June 22, 2012, 08:52:06 pm »
I have found some strange NANR files in AJ, they seem to have a "TAAU" section in them. You have any idea what that's all about?

nix_aether

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Re: The Console Tool (by Low Lines)
« Reply #432 on: November 11, 2012, 11:25:23 pm »
HELP! is anyone still using this tool
I just found out about this model ripping thing a couple of weeks ago and I downloaded this tool from the official webpage but when I use it almost all menus are disabled, I'm able to see all the models from games but I can't zoom in or out for example, or hide the vectors.

VicVergil

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Re: The Console Tool (by Low Lines)
« Reply #433 on: November 12, 2012, 02:14:28 am »
Hello everyone. Excuse me for the noobish question, but I need help badly about this:
Is there a tool to edit the texture inside the BMD0/nsbmd model, and modify it as a regular tile/map NCLR file?
You have the Death Note DS and Ninokuni DS which so have lots of images stored as 3d models.
Because I'm at a loss what to do...
And I don't know how to use Crystaltile2, no matter what I do... although I did some work on uncompressed GBA games with TileEd..

Thanks in advance... :)

FAST6191

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Re: The Console Tool (by Low Lines)
« Reply #434 on: November 12, 2012, 06:52:31 am »
In short not really-
newer versions of Tinke have some fairly good extraction/viewing/information abilities
http://code.google.com/p/tinke/
You might also want to check out MKDS course modifier as it is getting some nice 3d abilities but that is more focused on injection and viewing.

Some of the DS 3d formats align quite well with 2d formats so you can use proper tile editors like crystaltile2 or direct something like tiledGGD- http://code.google.com/p/tiledggd/ to get at them as you would. However some of the equally valid formats ( http://nocash.emubase.de/gbatek.htm#ds3dtextureformats to say nothing of the wrappers for them) do not resemble traditional 2d formats. I have a very rough overview in my GBA and DS hacking docs http://www.romhacking.net/forum/index.php/topic,14708.0.html but it does not say much I have not already said.

Basically although most tile editing is nothing compared to the likes of a full image editor given time and effort you can do it all. 3d model editing save for times where very well known formats supported by PC programs (quite rare even on the PC) or can be snatched from hardware by openGL/directx debuggers are nowhere near that level and especially not on the DS. I should also note DS developers use material colours and lighting quite a bit in lieu of doing proper textures and given the low res nature of everything on the 3d there it is not always obvious what is what.

Naturally you have a hex editor which can do an awful lot but that is usually an abstraction too far.

@nix_aether I try not to have java on my systems which means this project I tend to follow as closely as I like so I could be wrong but I believe the early NSBMD stuff was sidelined to be rewritten for the newer versions which has probably led to what you are seeing.

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Re: The Console Tool (by Low Lines)
« Reply #435 on: November 12, 2012, 10:49:28 pm »
@FAST6191
Ok, so is there any update of this program comming soon? is the creator alive? xD
because I really think that this tool is WAYYYYYYY better than MKDS and all the others, I think is the best one ever done

Auryn

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Re: The Console Tool (by Low Lines)
« Reply #436 on: November 14, 2012, 11:33:45 pm »
@Ghanmi: Learn to use Crystal Tile 2. As you see above in my last post (glove), CT2 is capable to edit the 3d textures very well.
You maybe have to get familiar with some formats, compressions and maybe just paste a file in hex mode inside a NSBDM.
CT2 is capable to edit the NCGR/NSCR (NCLR is the palette and nor the tile nor the map) :)
Your problem will probably be that many images use NCER and not NSCR so you will probably not get very far.
By the way, I wonder what make you think you will be successfully translate Death Note or Ninokuni if you don't even get a table done. Don't you think you should maybe start with something much smaller and maybe in english??
Just to prove something: http://gbatemp.net/threads/ninokuni-shikkoku-no-madoushi-translation-project.310214/, you really think you are the first one that attempt to translate Ninokuni??
Oh, I just remembered that most graphics in Ninokuni are compressed in a non standard way so you have the same problem as you other project. When the time will be right, the right persons will come together and translate even Ninokuni.
By the way, the same apply to the Death Note games: http://gbatemp.net/threads/death-note-games-translation-project-need-help.259246/ and http://gbatemp.net/threads/death-note-nds-games-translation.318208/
Sorry to be harsh but romhacking / games translation is not the same as translate a TXT file.


@Nix_Aether: Console tool is a good tool but doesn't yet support editing so it's probably not good for your needs.
Lowlines is working on a new version of CT but he doesn't say when it will be ready.

« Last Edit: November 14, 2012, 11:52:43 pm by Auryn »