I Want You! [BMS files]

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Cruor
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I Want You! [BMS files]

Post by Cruor »

So I've finally gotten around to playing around with some files again, and I've decided that it would be fun to document the BMS mesh file format.

Now, as far as I can tell, it is a proprietary format. It seems that Joymax models their meshes in 3ds Max, then prepares them for use with an in-house program called SimpleViewer:
Image

So far, I have been able to glean three things from the BMS files. Their geometric vertices, vertex normals, and faces. Using this information, it is possible to convert a mesh into a usable format, like so:
Image

Now of course, this is the easy part. We can rip models from the game to play around with in a viewer, but it doesn't do us much good. It's all about being able to insert modified models back into the game. But to do this, the BMS format needs to be completely documented. And this is where you come in.

I am wondering whether anyone has been working on this very thing, or if anyone would like to help me work on it. If we can get BMS files out of the way, then BMT/BAN/BSR files aren't that far off. I am also looking to see if anyone's willing to code a simple (and open source) model converter off of documentation, as it isn't really my forte.

If you know anything about 3D rendering or binary file formats, or are willing to learn as you go, please let me know.
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MrFudge
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Re: I Want You! [BMS files]

Post by MrFudge »

Cruor, you will be the first to make me a stephen colbert sro model.
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penfold1992
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Re: I Want You! [BMS files]

Post by penfold1992 »

is this viewable in just simpleviewer?
is it possible to change the initial meshes before we start to go 3d?
if we could just change the image on them its a start right? im nt sure if this can be done yet.

does anyone know?
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Cruor
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Re: I Want You! [BMS files]

Post by Cruor »

penfold1992 wrote:is this viewable in just simpleviewer?
is it possible to change the initial meshes before we start to go 3d?
if we could just change the image on them its a start right? im nt sure if this can be done yet.

does anyone know?

As I said, SimpleViewer is an in-house deal, meaning that only Joymax has it. Right now I'm using the Wavefront OBJ format, which is pretty much ubiquitous, for my own purposes. My model viewer is MilkShape 3D. As for the "initial meshes", it sounds like you asking about changing the textures. That's been doable for ages, it's just a matter of editing DDJ files. Then again, that ignores the BMT files which I believe would play a role if the mesh was modified.
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Re: I Want You! [BMS files]

Post by JanChlpik »

Bmt and other meshes and skeletons and other should work with same size texture(for example 1024*768) as the bmt contains information about what to pick from dds(ddj).

if you tell me how are the files different, then I could make program for it. Or at least partially info to figure out how it works.
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Cruor
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Re: I Want You! [BMS files]

Post by Cruor »

No documentation yet, but here's some quickie code I wrote:
Spoiler!

And here's another, more exciting render for the laymen:
Image

I've also attached a compiled version of my converter (plz don't kill me mods :() for anyone that wants to give it a try. It takes two arguments, the first being the name of the BMS to convert and the second being the name of the output file (should be *.obj).
Attachments
bms2obj.zip
BMS to OBJ converter
(5.47 KiB) Downloaded 947 times
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Rainigul
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Re: I Want You! [BMS files]

Post by Rainigul »

I wish I could help you, looks very cool, but I'm a computer noob, I can hardly do find and replace correctly ^ ^

I wish you luck though!

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Re: I Want You! [BMS files]

Post by penfold1992 »

off topic
Cruor wrote:stop :banghead: using :banghead: find :banghead: and :banghead: replace
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Re: I Want You! [BMS files]

Post by JanChlpik »

I see that you seek in that file, but no idea(or to lazy) how are you converting values from the file. I am just looking at obj file format for wavefront and their example(your file) does not work in viewers I downloaded.
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Re: I Want You! [BMS files]

Post by Glockshna »

So what program can i view these in? And how does that converter work? I put it in the folder with my To BE Converted Files and it just crashes on startup. Any help?
Last edited by Glockshna on Wed Jul 15, 2009 9:48 pm, edited 1 time in total.
CeLL wrote:on the off topic, presenting the existance of a loader and or bot within your posts is bot support even if you dont bot... thats like if i put sbot in my sig or something.


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Hmm?

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Cruor
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Re: I Want You! [BMS files]

Post by Cruor »

JanChlpik wrote:I see that you seek in that file, but no idea(or to lazy) how are you converting values from the file. I am just looking at obj file format for wavefront and their example(your file) does not work in viewers I downloaded.

It's all done using typecasting on chars that are read from the file. The file is essentially split into a vertex block, a bones block, and a faces block. Each block is preceded by an integer to tell you how many elements it contains. The vertex block contains geometric vertices, vertex normals, and texture vertices in that order. I haven't figured out the bones block yet. The faces block constructs faces out of vertex numbers (starting at 00), and each face takes three vertices.

I was kicking myself after I figured out the texture vertices. I will try to make my code a bit more readable and post the updated code later.

And now, for your viewing pleasure, a textured Roc head:
Image
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penfold1992
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Re: I Want You! [BMS files]

Post by penfold1992 »

thats nice!
by any chance do u know where you can find skills
i dont mean like the media.pk2 edit of skills
i mean... where the animations are. can u also view the character models and where the origin point is, im just thinking of the fire and ice buffs where the balls fly around u and the snow shield. im thinking that they come off a player at a certain radius.
eg. the balls go around at a radius from the center point or maybe even (if the center point is in the head) moving Yaxis downwards then radius of, such and such

i maybe way out, but just something im thinking about
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Re: I Want You! [BMS files]

Post by JanChlpik »

It's all done using typecasting
thats the part, which I dont understand actually.
My threads:
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Re: I Want You! [BMS files]

Post by theblindarcher »

Curor ur a farking god....
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penfold1992
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Re: I Want You! [BMS files]

Post by penfold1992 »

lol we know
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Re: I Want You! [BMS files]

Post by ranger4life »

penfold1992 wrote: im just thinking of the fire and ice buffs where the balls fly around u

rofl "where the balls fly around u" xDD
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Re: I Want You! [BMS files]

Post by William-CL »

ranger4life wrote:
penfold1992 wrote: im just thinking of the fire and ice buffs where the balls fly around u

rofl "where the balls fly around u" xDD

To quote 40 year old virgin
You like it when balls are in your face


lol.


But I've been wondering how long untill you did this :D I myself have only gotten as far as texturing. But I know where to find the ban/bms/bsr files. Maybe if I do dl the new update, I'll look into it. But pre occupied at the moment
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Re: I Want You! [BMS files]

Post by Cruor »

Updated the code. It's still a mess, but now it handles texture coordinates and includes vertex normals with the faces. I've also attached the updated executable. Now you can omit the second argument and the output will be automatically thrown in output.obj.
Spoiler!
Here's another render, for fun:
Image
Attachments
bms2obj.zip
BMS to OBJ converter
(6.05 KiB) Downloaded 705 times
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foudre
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Re: I Want You! [BMS files]

Post by foudre »

MrFudge wrote:Cruor, you will be the first to make me a stephen colbert sro model.
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omg i want a colbet model too
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Re: I Want You! [BMS files]

Post by /Pi »

You're opening dimensions upon dimensions of limitless possibilities! My dream of animating dances is getting closer and closer. (~.**)~

The closest thing I know about editing .ban files is that they were made using a product 2d3 made, most likely the boujou software. Bleh...

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FullMoon
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Re: I Want You! [BMS files]

Post by FullMoon »

Cruor, YOU ARE A GOD AMONG US! (Did i spell it right? I really hate to be portuguese in these times >..<)
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Made by cin :)

Proud to be a guy with a SMEXY nickname. :D

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Re: I Want You! [BMS files]

Post by SoulReaper »

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Dude i so want that model :) give me :p

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Re: I Want You! [BMS files]

Post by JanChlpik »

isnt it easier to do bsr renaming in combination with dds editing? I think you can make nearly everything using the existing skeletons.
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penfold1992
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Re: I Want You! [BMS files]

Post by penfold1992 »

no because the skeleton is the same...
for example if you wanted to make roc a camel and just changed the dds you would have a camel shaped like a bird :S you need to edit the skeleton too. it is much easier to design the thing in one go in 3d and export it back out that way which is what cruor is trying to achieve i think.
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Re: I Want You! [BMS files]

Post by Skayunor »

Skay at ya service,

I'm particularly interested in .ban files, it seems Joymax has their own program for those to.
If anyone could find out how exactly the bodyparts are moved per millisecond, with that goddamn korean kabrabbel, or has a fitting program, that would open up a whole new world of editing.

Heck, with Cruor around we're gonna completely rewrite this game.

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Re: I Want You! [BMS files]

Post by JanChlpik »

penfold1992 wrote:no because the skeleton is the same...
for example if you wanted to make roc a camel and just changed the dds you would have a camel shaped like a bird :S you need to edit the skeleton too. it is much easier to design the thing in one go in 3d and export it back out that way which is what cruor is trying to achieve i think.



Well you cannot hit everything, but you can edit texture for face to have anyone there.
And you can make camel have birds face.
Wonder if you can think of something that is not possible to make.
My threads:
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Media.pk2 Revealed [56k Warning]
[Release]DDJ/DDS converter
All europe quest

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penfold1992
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Re: I Want You! [BMS files]

Post by penfold1992 »

you can put faces into the game because the face is the shape of... well.. a face :S
so putting a face onto a face is not that complicated.
say you wanted to have a fork in your hand instead of a glavie thou.... you would need a fork skeleton (in shape of a fork) a faces wrapped around it to make it look like a fork.
this is where you need to edit it in 3d and then export it back. im not sure how thou sorry
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JanChlpik
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Re: I Want You! [BMS files]

Post by JanChlpik »

penfold1992 wrote:you can put faces into the game because the face is the shape of... well.. a face :S
so putting a face onto a face is not that complicated.
say you wanted to have a fork in your hand instead of a glavie thou.... you would need a fork skeleton (in shape of a fork) a faces wrapped around it to make it look like a fork.
this is where you need to edit it in 3d and then export it back. im not sure how thou sorry

Yes you are right need skeleton to make it work properly
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Media.pk2 Revealed [56k Warning]
[Release]DDJ/DDS converter
All europe quest

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Cruor
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Re: I Want You! [BMS files]

Post by Cruor »

JanChlpik wrote:
penfold1992 wrote:you can put faces into the game because the face is the shape of... well.. a face :S
so putting a face onto a face is not that complicated.
say you wanted to have a fork in your hand instead of a glavie thou.... you would need a fork skeleton (in shape of a fork) a faces wrapped around it to make it look like a fork.
this is where you need to edit it in 3d and then export it back. im not sure how thou sorry

Yes you are right need skeleton to make it work properly

Actually, changing weapons is cake, because they only have one bone.

Tea anyone?
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I wrote an importer and exporter for MilkShape, but I want to clean them up a bit before I release them.
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penfold1992
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Re: I Want You! [BMS files]

Post by penfold1992 »

hahaha thats awshum! dude if there was texture on the pot as well xD
looks like ill be flinging a fork in no time!
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