UsageFirst, you need to split BIN archives to individual packages that i called SEG files, like segments.
For this, you need "table" *.T files from the executable (included).
Place them to corresponding folders with BIN files.
Drop .T or .BIN on WildArms3_bin.exe, doesnt matter.
character/monster packsBTLMON.BIN - all monsters and characters
BTLANM.BIN - horse rides and such
Use wa3_seg_mon.bms to decompress .SEG files. Each will have 1 monster or character.
After you get SEG decompressed, you'll get a set of files, which will be similar for ALL of them.
Use WildArms3_texture.exe to convert textures:
WildArms3_texture 5.dat 6.dat
5 is palette
6 is image
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main 3 files you will need for the model are always named C D E
C is description
D is skeleton
E is model
You have to pass these all to WildArms3_model.exe, and they must be in that order: C D E
Example: WildArms3_model.exe 0000000C.dat 0000000D.216 0000000E.dat
you will get same model in SMD and ASCII
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All files after those will be animations.
Animations will all be named like *.213
Remaining small .dat files are not needed, they are animation bounding boxes, or something, useless for us. So you need to process animations to apply to models.
For this, use WildArms3_anm.exe
It needs 2 files: skeleton and animation.
So use like ... WildArms3_anm.exe 0000000d.216 00000011.213
It will make .smd with extracted animation. Then apply animations to the model in your 3d software.
You can use batch to process all animations at once.
Video for example horse ride animation:
https://youtu.be/CEq0UFCnd4c
