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Dragon Ball Heroes Ultimate Mission 3D Models - Printable Version

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RE: Dragon Ball Heroes Ultimate Mission 3D Models - Sc4recroW - 08-07-2016

I would love to have these models, I've been trying to figure out how to rip the models from Dragon Ball z Budokai 3 and Infinite World, a lot of the models from those games are used in this one, Dimps reused the models from Budokai 2 and 3 in a lot of their games.


RE: Dragon Ball Heroes Ultimate Mission 3D Models - MegaModder337 - 01-12-2017

Sorry if I am bumping an old topic here but since I mod a lot of Budokai1/2/3 and IW I can tell you all a few things about Budokai 3 modding:

I will use Goku's base from for these examples.

For Budokai 1 models and textures are split into separate files:
GOK00.AMO is the model (#AMO0 is the header of the files that the models have.)
GOK00.AMT are the textures (#AMT is the header for the textures.)

For Budokai 2 they fused both the textures and models but the heads were separate from the bodies so for a quick transformation like in B1 gameplay.
unnamed_171.bin (These have the header of #AMB which holds the textures and model together. More on that later on post.)
unnamed_176.bin (This is the face and hair of Goku's Base form also with the #AMB header.)

For Budokai 3 all body parts of a model and textures were combined into one file but followed in the steps of Budokai 2.
unnamed_264.bin (Again, #AMB header which holds the model and textures.)

For Infinite World it went back to it's predecessor and split into 2 separate files, no longer needing the #AMB header.
unnamed_373.bin (This is the model of a character using the same #AMO0 header.)
unnamed_374.bin(This holds all the textures of a character using the #AMT header.)

Here is where I explain what the heck these #AMO0s, #AMTs, and #AMBs are:

In this example I took from Vegeta from Budokai 3 in his Base form in his Buu Saga Costume.

#AMBs are the headers that hold the length and location of the models and textures. Used in Budokai 2 and 3.
http://imgur.com/jriZmQ0
This is an #AMB file from Budokai 3.
The RED box is the header which here is #AMB
The GREEN box is the location of the model (#AMO0) it is in hex and reversed.
The BLUE box is the length of the #AMB once more, hex and reversed.
The YELLOW is the location of the #AMT, hex and reversed.
The PURPLE is the length of the #AMT last time, hex and reversed.

#AMO0s are what the models of the characters use as a header to hold all the individual parts of the body (i.e. hands, legs, hair, etc). Used in Budokai1/2/3/IW
http://imgur.com/U0AbQjh
This is what an #AMO0 of a budokai 3 file looks like.
The RED box is the header which is the #AMO0.
The GREEN box shows how many individual parts of the model are there. It is in hexadecimal and if you know that (or use a translator) you can see that there are 27 individual parts to the body.
The BLUE box is the length of the model, again, it is also in hexadecimal but this time the length has been reversed. So orignally it would've been AD900 but when reversed you get 00D90A.
The YELLOW box shows where the model parts are. Once again, all in hexadecimal and reversed.

NOTE: When editing a model of a character the length may not be accurate to what it's true length is.
Look at the length on the #AMO0 (00 D9 0A) and on the #AMB (60 DE 0A) the #AMB has the true length and the #AMO0 does not, you can fix it to have it's true length if you want. It'll not change the model or the way it plays.

#AMTs are the textures of the character and give the model it's own look and not make it a bleak grey blob. Used in Budokai 1/2/3IW.
http://imgur.com/ZcmgukG
The RED box is the header, this is the #AMT.
The GREEN box is how many textures there are, it is in hexadecimal so 13 = 20 individual textures and shaders.
The YELLOW box holds the loaction of the headers of the textures. Hexadecimal and reversed.
The BLUE this is the header of a texture. The first value is the texture's number, since this is hex then it means that 00 = 1 meaning it's the first texture.
There are othe values in there that show how many colours there are, the height, width, etc.

That is the basic structure of Budokai files. if you want a more indepth explaination of the parts I suggest you go to here and look more into it: http://z11.invisionfree.com/Neo_Elite_Angels/index.php?showforum=65

I wanted to post this here as it may be of use to those who want to find a connection between DBH and the Budokai series, like me. I just need to extract the models and spot patterns and see what has been changed. I hope this helps with your model extracting and I would like to hear back if any progress has been made in regards of extracting/modding DBH. Have a good day Big Grin


RE: Dragon Ball Heroes Ultimate Mission 3D Models - Carpaccio - 01-30-2017

Sorry everyone, following a hard drive failure I had to re-obtain the RomFS of Dragon Ball Heroes: Ultimate Mission 2. Fortunately it didn't take too much effort.

Here's the files so ya'll can look through them. I really hope we can get to extracting from this game soon!

Dropbox Link


RE: Dragon Ball Heroes Ultimate Mission 3D Models - MegaModder337 - 02-12-2017

Hello, I've searched through the files of the game a bit and have discovered some .AMT files, and from what I'm seeing is that they have a structure, I am still trying to decrypt manually.
http://imgur.com/SQQNY7A
I have opened the file in Game Graphic Studio as that opens .AMT files and displays textures (only if the code is set up in like a normal AMT file which in this case it isn't)
I have found some patterns in the code which are headers within the textures similar to my post about the .AMT on Budokai and Infinite World models.
http://imgur.com/OLFYJQ4
In green is the header, CTPK, I am not too familiar with this standard and I've heard it's common in 3DS files so I'll leave that up there.
In yellow is the first offset (as said in my previous room these are nomarlly reversed so F0 02 00 00 becomes 00 00 02 F0).
In blue is the second offset, what is very odd is that it is on the same line as the first offset anf is no F7 02 00 00 instead of something like 00 03 00 00 (the next line below)
In red is the third offset again, it is on the same line and is FE 02 00 00.
If you look at where there is "00.tga.01.tga" and so on I've spotted that there is another pattern in which it's all sorted, I am very unsure in what it is entirely used for but there are 20 of them which is normal for Goku to have as he has around 20 textures, which includes faces, arms, clothing and shaders for skin and body. Assuming those are textures and shaders of course and not something unrelated.
I am going to try and extract these textures and put them into a way for Game Graphic Studio to read them as they are similar to that of an normal AMT file.

I also had a look at the aura files and found something that I was hoping to see in these files.
http://imgur.com/Kd5bT6F
You can see here that there are offsets but they aren't reversed which really confuses me..
In blue is the start of the header for the CTPK and beside it you can see is that beside it is the length with is 00 00 1D 80
In red is the start of an #AME header, I am not entirely sure on what these are but I know the Aura files of Budokai and Infinte World use them so the must contain a header to somethign inside or outside the file.
In purple I found something quite interesting about this filem I'm not sure what it holds but I have a feeling it is more important than most of the code you see here and below that is the "tga"'s again and I don't know how they work within the files.

My hypothesis is that CTPK covers up some headers such as #AMG and #AMT but not #AMB or #AME I don't know why this appears but I am wanting to take the files apart and try putting them into the same format as a Budokai or Infinte World file to edit, although I think the model may be harder to decrypt and describe but the texture seems much easier to change.

Feel free to PM or reply to me if you find any extra infomation found on the files. Hope I've helped a bit mroe understanding these files Big Grin


RE: Dragon Ball Heroes Ultimate Mission 3D Models - Komodo - 03-02-2017

Best of luck, MegaModder, I was only able to extract small images from the Action folder using a program called texturipper, since CPTKtool gave me nothing but empty folders. If at all helpful, I used these to compile a list of all of the character codes for future use (e.g. GOK, GTX).

[Image: 13ddcf89245c409198d60ee37a1a6e90.png]

It may be a little early, but see attached if anyone wants it.


RE: Dragon Ball Heroes Ultimate Mission 3D Models - Kold-Virus - 03-02-2017

Looks similar to Bodokai's character codes. I was sure CLD was King Cold, like in the first Budokai. I know he's in there, I saw screens... Unless he's just in the arcade version.


RE: Dragon Ball Heroes Ultimate Mission 3D Models - Carpaccio - 03-02-2017

Well I both am happy this has come out, but also a little wary of being the one who says all of this conjecture of the filesystems of the 3DS versions are wrong. The majority of the models/textures are in BCH format. The main archives can be extracted using this script.
BMS script


RE: Dragon Ball Heroes Ultimate Mission 3D Models - Kold-Virus - 03-03-2017

I like BCH. Smile Ohana3DS can open the vast majority of them.

EDIT: The models are in FileArc3.bin, I think, and the BCH files DO open in Ohana!

EDIT 2: All I can find is Goku's and stages' models...


RE: Dragon Ball Heroes Ultimate Mission 3D Models - Carpaccio - 03-03-2017

The models are all over the place, honestly. There's tons of them, and matching up the textures to them is pretty arduous.


RE: Dragon Ball Heroes Ultimate Mission 3D Models - Kold-Virus - 03-03-2017

I finally found King Cold's mesh! Big Grin But it's slightly broken. Very Sad His cape and part of his face. Now for the fun part: finding his animations and textures XD

I took a re-rip of the ROM and extracted FileArc.bin, which was almost 200MB in size. Everything was there. I even kept Beerus, because why not?

EDIT: Got'em!

Animations crash Ohana, though.

[Image: gg55X1W.png]

I was right, too. CLD is King Cold. Chilled is CHI


RE: Dragon Ball Heroes Ultimate Mission 3D Models - Komodo - 03-03-2017

Amazing, guys. That was fast. I'll have to look into this, now!

(03-02-2017, 12:06 PM)Rodo Furedorikku Wrote: Looks similar to Bodokai's character codes. I was sure CLD was King Cold, like in the first Budokai. I know he's in there, I saw screens... Unless he's just in the arcade version.

Yeah, you are right. I looked over the files and found I made a mistake. For the record, I couldn't translate OBM or PET, and I'm unsure which versions of Uub are which, if you have the local version of the game could you extract their BT_NAME_1P_A's for me?


RE: Dragon Ball Heroes Ultimate Mission 3D Models - Komodo - 03-03-2017

I think some character share face textures. GKA's face is just a pair of eyes. I found the textures quickly by importing all of the BCH files at once and then filtering out the ones named GKA after export.

[Image: ea46f2c1de6a4906827cfa90920a8b10.png][Image: 085d904d65894adfa553aed91297218f.png]

Nightmares.


RE: Dragon Ball Heroes Ultimate Mission 3D Models - Carpaccio - 03-04-2017

These textures actually have that super-annoying thing where the sspecular maps are stored as the alpha on the diffuse maps, but removing them through conventional means just turns everything in alpha completely black. I had this issue with Dragon Ball Fusions, and due to the texture formatting there, never had it resolved. However, with BCH files, there's a nice little program RTB supplied me with while I was extracting things from Kirby: Planet Robobot, that extracts them as PNG's and the alphas can be removed via TextureRemix manually. This method works with this game and will produces full-color PNG's without the weird alpha issue. As far as I know, none of the actual textures use the alpha channel at all, so it's fine to remove them. I just wish someone could help me do the same with the '.jimg' files from Fusions, because the only method I have to extract PNG's from them is imperfect and removing the alphas in any way results in the 'blackout' thing.


RE: Dragon Ball Heroes Ultimate Mission 3D Models - MegaModder337 - 03-04-2017

Rodo, I know why there are many hands on King Cold's model, it's because the models of characters contain a few types of hands for attacks and other movements (grabbing, ki blasts, etc) as for extracting textures has anyone noticed odd texture that aren't in place of the models but are used for shading? I have seen a shading folder but can't quite see how it all works. I haven't been able to extract anything using the HxD editor which is a shame as I would've loved to have these mdoels and textures converted from Heroes to Budokai 3/Infinte World which would be of great use to the modding community! Big Grin
Alas, there is no luck with my method (or lack thereof) but I will try the other ways that have been seen here and if I can put this into Budokai 3. Thanks for the info!

EDIT: I can find other character codes for characters if need be as they are shortened in not only Budokai 1 but Budokai 2 and 3 in the files there :p


RE: Dragon Ball Heroes Ultimate Mission 3D Models - Kold-Virus - 03-05-2017

When I said he was broken, I was referring to how most of his cape is missing. I'm aware of the multiple hands thing. It's not the first time I've seen this, even Sm4sh 3DS does this. Smile