Samurai Shodown Sen .k2mp files

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
MarioSonicU
Posts: 116
Joined: Tue Dec 08, 2015 8:36 pm

Samurai Shodown Sen .k2mp files

Post by MarioSonicU »

Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: Samurai Shodown Sen .k2mp files

Post by Acewell »

use the bms script in this post to split the dds textures from the archives that have "TEX" in their name, like "PL04TEX1P.K2MP" :D
viewtopic.php?p=14881#p14881

as for the model, this is the first submesh in PL04.K2MP
Image

i did have to modify the data to get correct face indices
each row of face indices started with 03 00 00 00 that was messing up everything
and i didn't know how to skip them so i removed them all :D



edit
for the models you can use this bms script to split the .x models from the K2MP file :D

Code: Select all

findloc OFFSET binary "\x78\x6f\x66\x20"
do
    goto OFFSET
    get DUMMY long
    findloc NEXT_OFFSET binary "\x78\x6f\x66\x20" 0 ""
    if NEXT_OFFSET == ""
        get SIZE asize
    else
        math SIZE = NEXT_OFFSET
    endif
    math SIZE -= OFFSET
    log "" OFFSET SIZE
    math OFFSET = NEXT_OFFSET
while NEXT_OFFSET != ""

then you can import those binary DirectX models into any capable 3d software
there is a Noesis script by finale00 here
http://himeworks.com/redirect.php?type= ... rectX_xbin
linked from here
http://himeworks.com/noesis-plugins/

and i know 3d object converter can open them too
you can combine them all in your favorite 3d software :D
Last edited by Acewell on Sun Jul 17, 2016 5:28 am, edited 1 time in total.
chrrox
Posts: 388
Joined: Thu Aug 07, 2014 10:28 pm

Re: Samurai Shodown Sen .k2mp files

Post by chrrox »

you can just use the direct x sdk they are .x files
they start with xof 0303bin 0032