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Super Monkey Ball Adventure Map Ripping
#1
3D Modelling 
Hello, I am currently trying to figure out how to extract models/textures from Super Monkey Ball Adventure. I have the game in Dolphin so I can look at the files, and there's a folder named "levels" which presumably contains what I'm looking for. In there, there's subfolders for the areas in the game, and in each of those there's four .CTX files (I think these are textures of some kind?), an .XML file (Seems to just have NPC locations and stuff), and then a .PSM file. I'm guessing the .PSM may be model data. 

Here's my main questions:
-Does anyone have any idea where I could start with extracting these models? 
-Are there any tools made for any games from Traveller's Tales? 
-Has anyone seen/heard of the .PSM format before or have any better guesses? 
-Am I on the right track, or hopelessly off?

I've attached as an example the folder at Levels/Maps/JungIsle, which has four subareas of the game's first main zone, each with those six files.


Attached Files
.zip   JungIsle.zip (Size: 291.57 KB / Downloads: 83)
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#2
(06-27-2021, 06:51 PM)Bluestone Wrote: Hello, I am currently trying to figure out how to extract models/textures from Super Monkey Ball Adventure. I have the game in Dolphin so I can look at the files, and there's a folder named "levels" which presumably contains what I'm looking for. In there, there's subfolders for the areas in the game, and in each of those there's four .CTX files (I think these are textures of some kind?), an .XML file (Seems to just have NPC locations and stuff), and then a .PSM file. I'm guessing the .PSM may be model data. 

Here's my main questions:
-Does anyone have any idea where I could start with extracting these models? 
-Are there any tools made for any games from Traveller's Tales? 
-Has anyone seen/heard of the .PSM format before or have any better guesses? 
-Am I on the right track, or hopelessly off?

I've attached as an example the folder at Levels/Maps/JungIsle, which has four subareas of the game's first main zone, each with those six files.
I'm no reverse Engineer, but the game uses the Seq files for the GC version for level data
which consist of:
Quote:.CSC - model/textures of static stage
.GA2 - Noted in SEQ logs, unknown if actually used
.GC2 - Noted in SEQ logs, unknown if actually used
.GE2 - Noted in SEQ logs, unknown if actually used
.GW2 - Noted in SEQ logs, unknown if actually used
.LGT - Light settings (can have ambient, directional, point/omni). Seemingly, 8 max can be used
.LK - Hub world link files. For loading zone sections
.MA2 - Notes objects/anims/audio a hub world has. Might have layout data
.MC2 - Lists binaries a hub world has
.ME2 - Unkown, only found in SEQ
.MC2BINARY - Unknown, probably for a 1 byte configured setting for hubs
.PTL - Particles, only found in SEQ
.RS2 - Noted in SEQ logs, unknown if actually used
.SCA - Texture (swap) animations for the CSCs
.SCANIM - Mesh animation for CSCs. Like the Windmill in the Village
.SN - Unknown.
.SU2 - Noted in SEQ logs, unknown if actually used. Seems to note collision tags
.TRE - Noted in SEQ logs, unknown if actually used
.TRI - Collision model

As for the engine, it's the Lego Engine for the GC version

The PS2/PSP version uses the TT Oxford Twinsanity engine, with the RM/SM files using NrV2B compression in the PS2 version. The PSP version can be viewed in the Twinsanity editor, though model ripping isn't possible

As for GC, support for Console Lego games unfortunately is nonexistent in the Lego modding community. Heard there might be a tool made soon for that though
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