TV Show King 2 (Gameloft, Wii) .bdae .tga
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TV Show King 2 (Gameloft, Wii) .bdae .tga
I checked a hex and saw a header for BRRES and BRTEX, but didn't open with Brawlbox or any other Wii model tools, so I assume its a custom format with a wii header. Now I'm stuck.
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Re: TV Show King 2 (Gameloft, Wii) .bdae .tga
I seen the format here but its not compatible. Might just need updated.
viewtopic.php?f=5&t=3045
As for the model format.
Extracted File
https://drive.google.com/file/d/1FfjCg2 ... sp=sharing
viewtopic.php?f=5&t=3045
As for the model format.
Extracted File
https://drive.google.com/file/d/1FfjCg2 ... sp=sharing
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Re: TV Show King 2 (Gameloft, Wii) .bdae .tga
DJ Normality wrote:I seen the format here but its not compatible. Might just need updated.
viewtopic.php?f=5&t=3045
As for the model format.
Extracted File
https://drive.google.com/file/d/1FfjCg2 ... sp=sharing
I tried looking at that, but had no luck. But thank you for your help!
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Re: TV Show King 2 (Gameloft, Wii) .bdae .tga
Hey!
Other game (LEGO STAR WARS CASTAWAYS) but I also have BRRES files header (contained in BDAE files). How can I succeed in opening these files? Any script to help?
Thx
Other game (LEGO STAR WARS CASTAWAYS) but I also have BRRES files header (contained in BDAE files). How can I succeed in opening these files? Any script to help?
Thx
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Re: TV Show King 2 (Gameloft, Wii) .bdae .tga
So after some research I found a better file for the helmet I want to extract
And I managed to get vertices and faces (see the screenshot shared), but I don't understand where to find UV
Can you help me? The template I made with all data for the files are in the zip file
Thx a lot, I think I am reaching my goals, just a little step...
Last edited by KL3W on Fri Feb 04, 2022 8:42 am, edited 1 time in total.
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Re: TV Show King 2 (Gameloft, Wii) .bdae .tga
You can sometimes figure out UVs by looking at other files, so the more files you can share, the better chances you'll have to figure it out.
Even if the file is boring and uninteresting to you, it may contain interesting data in the way that its stored.
Even if the file is boring and uninteresting to you, it may contain interesting data in the way that its stored.
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Re: TV Show King 2 (Gameloft, Wii) .bdae .tga
coredevel wrote:You can sometimes figure out UVs by looking at other files, so the more files you can share, the better chances you'll have to figure it out.
Even if the file is boring and uninteresting to you, it may contain interesting data in the way that its stored.
I added two other models from the game, maybe it can help you!!
Thx
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Re: TV Show King 2 (Gameloft, Wii) .bdae .tga
Does the game have any simple objects, that are box-shaped or plane-shaped? Boxes, crates, signs, plates, floors, walls? What you're looking for is an object that uses UVs of 1 or -1, which usually map over the entire texture. Looking for UVs of 1 or -1 makes things a lot easier, even when they're compressed as shorts.
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Re: TV Show King 2 (Gameloft, Wii) .bdae .tga
Helmets_StormTrooper_A:
For what I can tell, vertex positions are stored as HALF-FLOATs, and UVs seem to be stored as regular FLOATs.
vertex_count: 1559
vertex_offset: 4152
But, there are other components for this vertex, so it's hard to tell where the UVs start and end.
Here are some starting offsets of the other components, which are all floats:
[0] 4152 (vertices, half-floats) (not interleaved)
[1] 16624 (??) (interleaved)
[2] 16660 (??) (interleaved)
[3] 16636 (??) (interleaved)
[4] 16648 (??) (interleaved)
These other components are inter-leaved (including the UVs), so I think that's making it difficult to follow.
They can be vertex normals, tangents, binormals, extra uvsets, or something else.
This entire data section needs to be dumped and examined, float-by-float, so if you can find the smallest files,
it would make everything easier, as there would be less data to examine.
For what I can tell, vertex positions are stored as HALF-FLOATs, and UVs seem to be stored as regular FLOATs.
vertex_count: 1559
vertex_offset: 4152
But, there are other components for this vertex, so it's hard to tell where the UVs start and end.
Here are some starting offsets of the other components, which are all floats:
[0] 4152 (vertices, half-floats) (not interleaved)
[1] 16624 (??) (interleaved)
[2] 16660 (??) (interleaved)
[3] 16636 (??) (interleaved)
[4] 16648 (??) (interleaved)
These other components are inter-leaved (including the UVs), so I think that's making it difficult to follow.
They can be vertex normals, tangents, binormals, extra uvsets, or something else.
This entire data section needs to be dumped and examined, float-by-float, so if you can find the smallest files,
it would make everything easier, as there would be less data to examine.
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Re: TV Show King 2 (Gameloft, Wii) .bdae .tga
coredevel wrote:Helmets_StormTrooper_A:
For what I can tell, vertex positions are stored as HALF-FLOATs, and UVs seem to be stored as regular FLOATs.
vertex_count: 1559
vertex_offset: 4152
But, there are other components for this vertex, so it's hard to tell where the UVs start and end.
Here are some starting offsets of the other components, which are all floats:
[0] 4152 (vertices, half-floats) (not interleaved)
[1] 16624 (??) (interleaved)
[2] 16660 (??) (interleaved)
[3] 16636 (??) (interleaved)
[4] 16648 (??) (interleaved)
These other components are inter-leaved (including the UVs), so I think that's making it difficult to follow.
They can be vertex normals, tangents, binormals, extra uvsets, or something else.
This entire data section needs to be dumped and examined, float-by-float, so if you can find the smallest files,
it would make everything easier, as there would be less data to examine.
Sorry I didn't understand all you said, maybe you could send the TMR file so I can see what you mean in Model Researcher in your settings? Did you manage to get UV for Stromtrooper then??
Well I will send here two more files, very basic elements: 2x2 and 2x4 lego bricks. You will find the TMR file with Vertices and Faces in the zip file for each brick. Hope it helps! THX SO MUCH FOR HELPING ME
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Re: TV Show King 2 (Gameloft, Wii) .bdae .tga
These bricks files use a different vertex format than the helmets. .bdae files can have vertex formats with a varying number of components. Both these files have only two components, position and normals. No UVs. All components are XYZ floats.
Brick_2x2:
vertex_offset: 3672
normal_offset: 14928
Brick_2x4:
vertex_offset: 3672
normal_offset: 26760
No UVs, which means they probably don't have any texture maps.
Yes and no. The helmet files have 5 components in their vertex format, so they are much more complex than these bricks.
I didn't dump the section, but it needs to be examined further.
Brick_2x2:
vertex_offset: 3672
normal_offset: 14928
Brick_2x4:
vertex_offset: 3672
normal_offset: 26760
No UVs, which means they probably don't have any texture maps.
KL3W wrote:Did you manage to get UV for Stromtrooper then??
Yes and no. The helmet files have 5 components in their vertex format, so they are much more complex than these bricks.
I didn't dump the section, but it needs to be examined further.
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Re: TV Show King 2 (Gameloft, Wii) .bdae .tga
coredevel wrote:
No UVs, which means they probably don't have any texture maps.KL3W wrote:Did you manage to get UV for Stromtrooper then??
Yes and no. The helmet files have 5 components in their vertex format, so they are much more complex than these bricks.
I didn't dump the section, but it needs to be examined further.
I opened a specific topic for this (viewtopic.php?f=9&t=16278) and someone may have found a way. He sent this:
v 0x0e80 1219 0 0 Float XYZ
f 0xa700 1282 0 0 Short Triangles
vt 0x47b0 1219 12 0 Float UV
vn 0x47a4 1219 8 0 Float XYZ
It works for the stromtrooper file. Is there a technique for the others files I sent?
coredevel wrote:These bricks files use a different vertex format than the helmets. .bdae files can have vertex formats with a varying number of components. Both these files have only two components, position and normals. No UVs. All components are XYZ floats.
Sorry about that, my bad. I forgot things were different with basic bricks. But helmets are shaped the same way, I guess - no basic square.
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Re: TV Show King 2 (Gameloft, Wii) .bdae .tga
Ok, I gave it another shot, and I think I got it this time:
Helmets_StormTrooper_A:
vertex_count: 1559
vertex_offset: 4152 (XYZ HALF-FLOAT)
normal_offset: 16624 (XYZ FLOAT)
tangent_offset: 16636 (XYZ FLOAT)
binormal_offset: 16648 (XYZ FLOAT)
uv_offset: 16660 (UV HALF-FLOAT)
UVs are stored as HALF-FLOATs, but they're not listed sequentially. There is an offset of 40 bytes between each UV pair.
Start at 16660, and advance 40 bytes to the next UV, etc...
Helmets_StormTrooper_A:
vertex_count: 1559
vertex_offset: 4152 (XYZ HALF-FLOAT)
normal_offset: 16624 (XYZ FLOAT)
tangent_offset: 16636 (XYZ FLOAT)
binormal_offset: 16648 (XYZ FLOAT)
uv_offset: 16660 (UV HALF-FLOAT)
UVs are stored as HALF-FLOATs, but they're not listed sequentially. There is an offset of 40 bytes between each UV pair.
Start at 16660, and advance 40 bytes to the next UV, etc...
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Re: TV Show King 2 (Gameloft, Wii) .bdae .tga
coredevel wrote:
Helmets_StormTrooper_A:
vertex_count: 1559
vertex_offset: 4152 (XYZ HALF-FLOAT)
uv_offset: 16660 (UV HALF-FLOAT)
UVs are stored as HALF-FLOATs, but they're not listed sequentially. There is an offset of 40 bytes between each UV pair.
Start at 16660, and advance 40 bytes to the next UV, etc...
Thanks again for your time on this. Btw I'm not really interested in this model anymore since there is a more clean version I sent earlier (Helmets_StormTrooper_CLEAN.zip). But for the file you've worked on ('Helmets_StormTrooper_A') could share the screenshot of what the parameters of UV look like? Or could you send the TMR file so I can see for myself in Model Researcher?
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Re: TV Show King 2 (Gameloft, Wii) .bdae .tga
Well, I used a hex editor. Model Reasearcher has two fields, Padding and Pad Inter. Put 40 in Padding field. If that doesn't work, remove it, and put 40 in Pad Inter.
UV offset: 16660 (0x4114)
UV offset: 16660 (0x4114)
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Re: TV Show King 2 (Gameloft, Wii) .bdae .tga
coredevel wrote:Well, I used a hex editor. Model Reasearcher has two fields, Padding and Pad Inter. Put 40 in Padding field. If that doesn't work, remove it, and put 40 in Pad Inter.
UV offset: 16660 (0x4114)
Sorry I tried what you said but I end up with something that makes no sense (for Padding & Pad Inter). Do you come up with something working with the texture I sent???
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Re: TV Show King 2 (Gameloft, Wii) .bdae .tga
Well, I tried out Model Researcher for first time, but I couldn't even get the mesh to show. I think maybe the free version is buggy. Anyway, this is what I got:
vertex_count: 1559
trig_count: 1282
vertex_offset: 4152 (XYZ HALF-FLOAT)
uv_offset: 16660 (UV HALF-FLOAT)
vertex_count: 1559
trig_count: 1282
vertex_offset: 4152 (XYZ HALF-FLOAT)
uv_offset: 16660 (UV HALF-FLOAT)
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Re: TV Show King 2 (Gameloft, Wii) .bdae .tga
coredevel wrote:Well, I tried out Model Researcher for first time, but I couldn't even get the mesh to show. I think maybe the free version is buggy. Anyway, this is what I got:
vertex_count: 1559
trig_count: 1282
vertex_offset: 4152 (XYZ HALF-FLOAT)
uv_offset: 16660 (UV HALF-FLOAT)
uvmap.png
Thanks again for your help! How can I get the UV map without Model Researcher like you did?
Btw as I mentioned earlier, someone in another topic I opened (https://zenhax.com/viewtopic.php?p=69680#p69680) succeeded to get a UV map on another model, do you think you could check that out to understand how he did and try to find the uv maps for the multiple files I sent?
Thank you so much