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Dragon Ball Heroes Ultimate Mission 3D Models
#17
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_An...owforum=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
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RE: Dragon Ball Heroes Ultimate Mission 3D Models - by MegaModder337 - 01-12-2017, 08:56 AM

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