D1 Grand Prix (PS2) Textures

Textures, recreate headers, conversions, algorithms and parsing of image files
AMG
Posts: 71
Joined: Sun Aug 10, 2014 1:13 pm

D1 Grand Prix (PS2) Textures

Post by AMG »

Hello everyone. After a little research I've found out the car models of this game are openable in ZModeler 2 in apparently good shape.
The format is .BIN but if renamed as .DFF it becomes importable in ZModeler 2, here's a sample:
http://www44.zippyshare.com/v/OkEwo71Z/file.html

Now, the question is, where are the textures? :P
The UV map seems perfect, so only textures are missing. I think these are included in the .BIN file, as a package along with the 3D model, but I'm not really sure.

Image
AMG
Posts: 71
Joined: Sun Aug 10, 2014 1:13 pm

Re: D1 Grand Prix (PS2) Textures

Post by AMG »

In case needed, here's another sample: it's an unpacked .BIN package:
http://www110.zippyshare.com/v/R1vYtd4L/file.html

I've unpacked it using this aluigi QuickBMS script:

Code: Select all

set NAME string ""
get BIN_SIZE asize
for OFFSET = 0 < BIN_SIZE
    get TYPE long
    get SIZE long
    get DUMMY1 short    # 0xf or 0x37
    get DUMMY2 short    # 0x1c02
    if DUMMY2 != 0x1c02
        print "ERROR"
        cleanexit
    endif
    savepos OFFSET
    if TYPE == 0x2
        getdstring NAME SIZE
    elif TYPE >= 0x100
        getdstring DUMMY SIZE
    endif
    if TYPE == 1
        log NAME OFFSET SIZE
        set NAME string ""
        math OFFSET += SIZE
        goto OFFSET
    endif
    savepos OFFSET
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