Tenchu PSP models/textures

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
Lyserg1260
Posts: 5
Joined: Fri Aug 22, 2014 10:46 pm

Tenchu PSP models/textures

Post by Lyserg1260 »

Hi, i would like to edit textures in "Tenchu Time of The Assassins" on PSP. There are 2 other Tenchu games on the same engine, all of them have the same models and textures format (i've extracted them using glintercept tool), but "Time of The Assassins" use some other format and compression. I mean these other 2 games ("Tenchu San" and "Tenchu Kurenai") use GMO models with GIM textures so they are very easy to edit, but "ToTA" use some other format and i don't know how to edit them. I don't need to edit models, just textures would be nice. Can you help me? I would upload file but i don't know in which file models/textures are. Game is full of *.BIN files which doesn't tell anything to me in hex editor :/ But i think that models/textures would be in NCHARA.BIN which is divided to many parts, every part starts like that:
Image
shekofte
Posts: 42
Joined: Sun Aug 10, 2014 9:22 am

Re: Tenchu PSP models/textures

Post by shekofte »

i am a fan of Tenchu (psp) too ...
i think if you use "AXE hex editor" and in graphical view of bytes explore that packs , you better can guess which files must uploaded here !
Lyserg1260
Posts: 5
Joined: Fri Aug 22, 2014 10:46 pm

Re: Tenchu PSP models/textures

Post by Lyserg1260 »

I can't find this, any other way to do it?
RetroHelix
Posts: 23
Joined: Sat Aug 09, 2014 2:28 pm

Re: Tenchu PSP models/textures

Post by RetroHelix »

This looks like a nice little archive for the tutorial section :mrgreen:

Try to extract the BIN files and take a look at the resulting files afterwards. If you are not able to fiddle it out yourself ask in the Game Archive section.
shekofte
Posts: 42
Joined: Sun Aug 10, 2014 9:22 am

Re: Tenchu PSP models/textures

Post by shekofte »

RetroHelix wrote:This looks like a nice little archive for the tutorial section :mrgreen:

i am agree with you ;)
seeing step by step guide is so much enjoyable than prefabricated

but who one will make a tutorial for it ?
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Tenchu PSP models/textures

Post by aluigi »

You can upload a sample, I don't see scripts for this format.
RetroHelix
Posts: 23
Joined: Sat Aug 09, 2014 2:28 pm

Re: Tenchu PSP models/textures

Post by RetroHelix »

shekofte wrote:
RetroHelix wrote:This looks like a nice little archive for the tutorial section :mrgreen:

i am agree with you ;)
seeing step by step guide is so much enjoyable than prefabricated

but who one will make a tutorial for it ?


What I was trying to say is, that this archive doesn't look too complicated (Just from the look of the screenshot. Correct me if I'm wrong) and it would be a good start to learn creating a quickbms scripts. But you are right it's always nice to understand whats going on instead of just using a finished tool/script.
Lyserg1260
Posts: 5
Joined: Fri Aug 22, 2014 10:46 pm

Re: Tenchu PSP models/textures

Post by Lyserg1260 »

Okay, i've uploaded a sample. I hope it's enough :)
https://www.mediafire.com/folder/765kl333z4a6h/
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Tenchu PSP models/textures

Post by aluigi »

You can try a script like the following:

Code: Select all

idstring "P2KD"
get FULLSIZE asize
    get OFFSET long
    getdstring DUMMY 12
do
    get NEXT_OFFSET long
    getdstring DUMMY 12
    if NEXT_OFFSET == 0xffffffff
        xmath SIZE "FULLSIZE - OFFSET"
    else
        xmath SIZE "NEXT_OFFSET - OFFSET"
    endif
    log "" OFFSET SIZE
    math OFFSET = NEXT_OFFSET
while NEXT_OFFSET != 0xffffffff
I guess that the SMND files are graphic files, because I don't see file/index tables there (0x3f800000 is 1.0f so not related to file tables).
Lyserg1260
Posts: 5
Joined: Fri Aug 22, 2014 10:46 pm

Re: Tenchu PSP models/textures

Post by Lyserg1260 »

It keep extracting the same pairs of 2 files:
00000000.snm
00000001.snm

I've uploaded them, what now?
https://www.mediafire.com/folder/nw42tq7g7oqt1/
RetroHelix
Posts: 23
Joined: Sat Aug 09, 2014 2:28 pm

Re: Tenchu PSP models/textures

Post by RetroHelix »

Lyserg1260 wrote:It keep extracting the same pairs of 2 files:
00000000.snm
00000001.snm

I've uploaded them, what now?
https://www.mediafire.com/folder/nw42tq7g7oqt1/

Now everyone can easily download the file in question and examine it. It was just the first step. Lets hope someone will take a look.
JohnHudeski
Posts: 40
Joined: Mon Dec 29, 2014 8:49 pm

Re: Tenchu PSP models/textures

Post by JohnHudeski »

Finally my account is approved.
This game has a stupid file system and you are only reading 20% of the file

There are more than 2 occurences of "P2KD" and there are many other files in there as well.
I'll post some code
JohnHudeski
Posts: 40
Joined: Mon Dec 29, 2014 8:49 pm

Re: Tenchu PSP models/textures

Post by JohnHudeski »

I used 010 editor
Forgive the hack-like code

Code: Select all

struct TenchuBinHeader
{
    char idstring[4];
    uint offset0;
    uint ff0[3];
    uint offset1;
    uint ff1[10];
}tHeader;

//char skip [tHeader.offset1-tHeader.offset0]; //Jump to SNMD 2
//------offset0
struct SNMDFile
{
    char idstring[4];
    uint ff_[3];
    struct Matrix4x4
    {
        struct Vec4
        {
            float x,y,z,w;
        }v[4];
    }m0[27];
}snmd;

//Speculative
struct ShortPair
{
    short id;
    short value;
}sPair[27];

uint dmmy[4]; //Zeros

float unkn_f0[77];

uint unkn; //Count?
uint sizes[6];

char chunk0[sizes[0]];
char chunk1[sizes[1]];
char chunk2[sizes[2]];
char chunk3[sizes[3]];
char chunk4[sizes[4]];
char chunk5[sizes[5]];



overrall there are
P2KD 53 files
SNMD 91 files
TgMT 54 files
KMTv 8476 files

in that exact bin

Maybe the true header resides somewhere