Modnation Racers (PS3) .BIN

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Modnation Racers (PS3) .BIN

Post by DJ Normality »

I can see some kind of pattern but not able to extract it. Its from Modnation Racers PS3. Thanks in advance. I been looking at this file for almost a week now with no results. Ive tried short, half, and float. Nothing.

This is whats in the file... I think.
Image

Sample Files
https://drive.google.com/file/d/1FDcjSy ... sp=sharing
reh
Posts: 48
Joined: Sun Apr 21, 2019 2:09 am

Re: Modnation Racers (PS3) .BIN

Post by reh »

Image
1.png
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Modnation Racers (PS3) .BIN

Post by DJ Normality »

Reh. thank you so much. OMG! You solved that quick! I will try and get the textures now for him. Along with the other meshes.
Image
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Modnation Racers (PS3) .BIN

Post by DJ Normality »

Is there a way to make a script for this to get all the models ? Or change a current script to read the data?
DKDave
Posts: 136
Joined: Mon Nov 23, 2020 6:01 pm

Re: Modnation Racers (PS3) .BIN

Post by DKDave »

It's always possible to write a script depending on the complexity of the actual file.

Your file seems to have been removed, so I wasn't able to look at it!
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Modnation Racers (PS3) .BIN

Post by DJ Normality »

Sorry bout that. That post was old here is a new link of model file.
https://drive.google.com/file/d/1G15wNX ... sp=sharing
This is the characters pack. Maybe the script could parse both files ?
https://drive.google.com/file/d/1CVnf_6 ... sp=sharing
DKDave
Posts: 136
Joined: Mon Nov 23, 2020 6:01 pm

Re: Modnation Racers (PS3) .BIN

Post by DKDave »

I can see that there's some structure to the file. Different bits of info are stored in separate blocks - so there are separate blocks for vertices, UVs, faces, etc., and an index block for each mesh. If I can make some sense of it, I should be able to do a script - I can't see that anyone else already has done one!
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: Modnation Racers (PS3) .BIN

Post by DJ Normality »

Thank you. I wish I knew how to or I would try to but never get anything working or just get errors.
addude04
Posts: 2
Joined: Wed Jun 30, 2021 5:15 am

Re: Modnation Racers (PS3) .BIN

Post by addude04 »

DKDave wrote:I can see that there's some structure to the file. Different bits of info are stored in separate blocks - so there are separate blocks for vertices, UVs, faces, etc., and an index block for each mesh. If I can make some sense of it, I should be able to do a script - I can't see that anyone else already has done one!



I'm been trying to get the model's for this game as well, and I was lucky enough for someone to give me a small tool he made to extract LittleBigPlanet Karting models, and I tried it with ModNation Racers since the .BIN models were the same format, and it did technically work.

You can get the tool here: http://www.mediafire.com/file/ieqvnaw615xu1or/karting.zip/file

Requires: Node.JS to use correctly & once installed, run "npm install"

NOTE: Textures don't export correctly at all lol
Folder must be named "karting" for it to work
Exports into a (.obj)
SOME models don't export correctly, some are glitched, UV messed up, & some don't import at all.

I figured this tool can give you a solid lead on extracting the models

And somehow just saw this post after searching for a way to extract said models for months, and it looks like a solid lead without any bugs / glitches. Also looking forward to that tool!

my discord is adamk#0001 if u wanna talk thru there

also im curious of how exactly u found the model thru that program