Shutoko Battle Online .MMDL

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
Argonaut
Posts: 46
Joined: Sat Sep 27, 2014 10:24 pm

Shutoko Battle Online .MMDL

Post by Argonaut »

Image

Yes, in perhaps the world's most gratuitous format comes this game, a Tokyo Xtreme Racer MMO slated for release that never came to be. Thankfully, there was a beta test which someone managed to find the installer for and game is accessible.. well, without a server, only the login screen boots so no Ninja Ripper possibilities there.

Here's the dead website (hehe): http://www.4gamer.net/patch/demo/syutokou.html

Because the files are pretty small, I'll list textures aswell.


.MMDL= Main Model format. Used for car bodys, parts of the map, tyre models, etc. To my knowledge all start with the string header 'LDMM'

.MMDLUSER= Don't have a clue, bunch of duplicate files alongside Tyre Models, Wheel disk Models (Everything in the FOT folder that's highly abbreviated). Under 10kb and most have odd patterns, really don't know what they are and what data they actually have.

.MIA= Main Texture format. Used for everything from cars to tyres.

.PRTS= all 1KB files, perhaps dummys for future use in defining Car Aero parts/etc. Can't really denote them as anything else.

.DLS= Assumed sound files, the three that exist are 'AllEngines' 'RaceSE' and 'SystemSE'. Makes sense really.

.DPP= Found in the root of the COURSE folder (track data), to my knowledge has no other file like it in the game folder.

CDDATA.NAM= Just an oddly named file type which references all the models plus some missing folders which shows .TM2 textures and some bins:

Code: Select all

./data/sel2d/ascii16.bin
./data/sel2d/gkanji.bin
./data/sel2d/helpmess.bin
./data/sel2d/carmess.bin
./data/sel2d/rivalprof.bin



There's a bunch of odd .CMP and .CLA 6MB a piece files that just look like lazy file types, kindof like how .MMDLUSER is used.

It'd really help if you just downloaded the 70MB installer here to look at the files, no viruses/etc, this game was abandoned so it's legal I assume. Hard to explain every folder without multiple screenshots, so it's help alot.

Link is here:
http://www.mediafire.com/download/tunmj ... Online.exe


If .MMDLs can be viewed, then the cars and more importantly parts of the map can be viewed which are all split off into different folders but I'd piece them together to finally create a Wagan line from the Tokyo Xtreme Racer series that I can use in different games.
Tranquil_H4xx0r
Posts: 2
Joined: Wed Dec 31, 2014 8:22 pm

Also interested!

Post by Tranquil_H4xx0r »

Getting MMDL support for Zero, 3, Online, and X/ITC would open up a lot of possibilities regarding both cars and tracks. (Zero was the last with the 'full Wangan', 3 added Nagoya and Osaka, but trimmed both Wangan and Yaesu routes.)

Not sure which client build you posted there, but I have both the original and new client installers for SBOL. Picked them up back in '05 or so, but never found any serious information on them. Just from poking around in a few of the files they didn't appear to change much from Zero, although 3 might have since they appeared to up the poly count, eliminated 'real' pedestrian cars, and went to all licensed vehicles.
Argonaut
Posts: 46
Joined: Sat Sep 27, 2014 10:24 pm

Re: Also interested!

Post by Argonaut »

Tranquil_H4xx0r wrote:Getting MMDL support for Zero, 3, Online, and X/ITC would open up a lot of possibilities regarding both cars and tracks. (Zero was the last with the 'full Wangan', 3 added Nagoya and Osaka, but trimmed both Wangan and Yaesu routes.)

Not sure which client build you posted there, but I have both the original and new client installers for SBOL. Picked them up back in '05 or so, but never found any serious information on them. Just from poking around in a few of the files they didn't appear to change much from Zero, although 3 might have since they appeared to up the poly count, eliminated 'real' pedestrian cars, and went to all licensed vehicles.


From TXR 3+ they switch to a "BUILD.TOC" and a "BUILD.DAT" format which uses the header .eUCLy which is completely unknown to aluigi/anyone else sadly. If anyone could have a crack at this format you'd unlock data for 7+ games in the Genki series which use this- from PS2/PSP to Xbox 360/PS3.

Also, if you've got another client installer I'd love to have both and see what's what. Please pm me ASAP so I can take alook myself, thanks! (And TXR 3 did up the poly count hugely, improved textures and basically took a Dreamcast port to a proper PS2 game).
Tranquil_H4xx0r
Posts: 2
Joined: Wed Dec 31, 2014 8:22 pm

Re: Shutoko Battle Online .MMDL

Post by Tranquil_H4xx0r »

Lost my reply due to login timeout:

Torrent Magnet via Vuze/I2PSnark on I2P:
magnet:?xt=urn:btih:d5822a1e9b66f92469cf274284985d25f89c072f&tr=http://tracker2.postman.i2p/announce.php

Yours appears to be a third client installer seperate from the two I had.

Let us know if you make any progress!

Finding a copy of the networking middleware might be a good start.