PSO Asset Exports

kion

Garbage Human
Gender
Male
I've been continuing to refine my PSO exports. And I've made a little bit of progress. I've started an FTP server were I upload the files to (PM if your interested).

Screenshot_2019-04-18 Ninja Pulgin(1).png
Screenshot_2019-04-18 Ninja Pulgin.png

There aren't too many good options for managing assets.
.obj can't use bones or animations, and file sizes get large dispite it's lack of functionality
.dae I spent several months trying to use this, the problem is that a lot of programs don't support the most recent standard
.fbx requires the autodesk sdk to interact with, the most widely used but not exactly a great option to working with directly.
.gltf is one of the better ones, support is finally getting there, but supporting this format is a lot more time consuming than it needs to be.

So what I ended up doing is creating my own 3d format that I can support. Since in the end, files are a defined set of data that programs know how to read and write to. So the format I'm exporting to is the Dash File Format: https://gitlab.com/dashgl/format

Right now I have read and write working with Threejs and Noesis. So you have options to convert to with the formats those support. Loading is working in Unity, and I'm working with Blender and the FBX SDK to get these files working with the format.

So basically I can get the original PSO data parsed into an easy to read format, and then work on supporting that format, rather than trying to re-write the same tools for different platforms, over and over because lack of support for one thing or another.

Current File List:

(stages)

stg_cave_01_00.zip
stg_cave_01_01.zip
stg_cave_01_02.zip
stg_cave_01_03.zip
stg_cave_01_04.zip
stg_cave_01_05.zip
stg_cave_02_00.zip
stg_cave_02_01.zip
stg_cave_02_02.zip
stg_cave_02_03.zip
stg_cave_02_04.zip
stg_cave_03_00.zip
stg_cave_03_01.zip
stg_cave_03_02.zip
stg_cave_03_03.zip
stg_cave_03_04.zip
stg_cave_03_05.zip
stg_forest_01.zip
stg_forest_02.zip
stg_mines_01_00.zip
stg_mines_01_01.zip
stg_mines_01_02.zip
stg_mines_01_03.zip
stg_mines_01_04.zip
stg_mines_01_05.zip
stg_mines_02_00.zip
stg_mines_02_01.zip
stg_mines_02_02.zip
stg_mines_02_03.zip
stg_mines_02_04.zip
stg_mines_02_05.zip
stg_pioneer_2.zip
stg_ruins_01_00.zip
stg_ruins_01_01.zip
stg_ruins_01_02.zip
stg_ruins_01_03.zip
stg_ruins_01_04.zip
stg_ruins_02_00.zip
stg_ruins_02_01.zip
stg_ruins_02_02.zip
stg_ruins_02_03.zip
stg_ruins_02_04.zip
stg_ruins_03_00.zip
stg_ruins_03_01.zip
stg_ruins_03_02.zip
stg_ruins_03_03.zip
stg_ruins_03_04.zip
stg_spaceship_00.zip
stg_spaceship_01.zip
stg_spaceship_02.zip
stg_temple_00.zip
stg_temple_01.zip
stg_temple_02.zip



 
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With your format does it also export the bones so they can be positioned in blender?

D34nmMeU4AARW4Q.jpg:large.jpeg

Blender plugin can be located here: https://gitlab.com/dashgl/format/blob/master/src/blender/io_mesh_dmf.py
Still very much a work in progress as blender is the wonkiest of all the 3d software.

I also attempt to include .gltf in the zip files as well. Though the results are kind of hit or miss. Right now the easiest option is to load the .dmf files into Noesis and then export to the format you want. Also I'm not familiar with Unity, but it looks like you can export to .fbx or other formats from there.

Edit:

Uploaded the player character models (from v2). Working on enemies next.
 
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Updates, got characters uploaded:
Humar, Hunewearl, Hucast, Ramar, Racast, Racaseal, Fomarl, Fonewm, Fonewearl. Also have about 50 of 227 weapons uploaded. As an idea of what's possible, here's a preview of Andreas Scholl's PSL project.


Edit:

Got weapons 51 -100 uploaded. And a few more stage screenshots:
Screenshot_2019-04-30 Ninja Pulgin(1).jpg Screenshot_2019-04-30 Ninja Pulgin(2).jpg Screenshot_2019-04-30 Ninja Pulgin.jpg
 

Attachments

  • Screenshot_2019-04-30 Ninja Pulgin.png
    Screenshot_2019-04-30 Ninja Pulgin.png
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Okay, finished exporting weapon models. Today I went ahead and exported the enemies from forest and caves.

Screenshot_2019-05-06 Ninja Pulgin(1).png Screenshot_2019-05-06 Ninja Pulgin(3).png Screenshot_2019-05-06 Ninja Pulgin(2).png

Edit:

I should also include a clip of what progress Andreas Scholl has been making with these assets:


Another Edit:

I went ahead and made a lot of unlisted videos on my channel to public. So there are a bunch of vids of the various tests I've made for pso-recreation over the last two years: Kion's Channel
 
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Next step is to start exporting the Mine and Ruin enemies and then start working on objects. Also I went ahead and re-uploaded my walking simulator from photondrop.com after switching servers. You can find the gameplay demo here: https://photondrop.com/gameplay/demo_0/

To use, select a stage (forest, caves, mines, ruins), and then you will be able to run around the stages with some basic interaction. You can move the character with WASD and interact with warps and switched with E. The stage will take some time to load, since I'm using a 20$ a year 512MB, 30GB HDD hosting solution (located in Florida I think). If you want to check the progress, you can click F12 and navigate to the network tab to see the models loading in.

Screenshot_2019-05-09 Stage Select.jpg

In terms of edits and improvements. There are quite a few to be made. Caching models to the local drive would be a good start. Creating instances of models would be another improvement. And in general after writing this I found a better way to structure codes and projects in general. Though a big elephant in the room is memory management. For some reason I can't get threejs to properly cleat the memory, so I need to make a test page for that. Once I've refined and exported more assets from version 2, I may go back to playing around with coding some-more. Though I'd also be pretty happy to start looking into some of the psobb files as well.
 
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Did more exports for bosses. There are a few issues, but I want to start wrapping up version 2. So my next plans are to start moving onto objects, get some of the ultimate-only models, and then see what minor tweaks and refinements I can make to improve some of the reads.

Screenshot_2019-05-09 Ninja Pulgin(3).png Screenshot_2019-05-10 Ninja Pulgin.png Screenshot_2019-05-11 Ninja Pulgin.jpg Screenshot_2019-05-11 Ninja Pulgin(1).png
Random side note, but I submitted an issue to Threejs to complain about vertex color alpha not being included by default. Would be cool to see that fixed.

Screenshot_2019-05-08 Ninja Pulgin.jpg Screenshot_2019-05-08 Ninja Pulgin.png
 

Attachments

  • Screenshot_2019-05-11 Ninja Pulgin.png
    Screenshot_2019-05-11 Ninja Pulgin.png
    1.3 MB · Views: 18
Hi Folks,

i am the guy that is working on the small game that kion mentioned before. I have to give him big credits for his hard work on exporting the assets! :D

I just made a new video of the things i am doing. Feel free to give some feedback or let me know if you have some ideas.

Also many thanks to the all of you that make ephinea possible its a big motivation and help :D
 
That's so good dude, loving the progress and work going on here!
 
@Bamsi found my not-so-secret posting place. For some context, I've never been disciplined enough to manage projects on Trello. I generally use Discord for day-to-day conversations, and then record progress or post spam to organize my thoughts on a forum thread.

Screenshot_2019-05-14 Ninja Pulgin.png Screenshot_2019-05-14 Ninja Pulgin(1).png Screenshot_2019-05-14 Ninja Pulgin(2).png
This week I guess my focus will be on exporting the objects in the game, and then focusing my attention on trying to clean up the assets that I have from there. One aspect of items that I need to address, is that a lot of items will have extra textures for alternative versions (like fence colors, or door symbols), so I need to add that into my export plugin.

Screenshot_2019-05-13 Ninja Pulgin.png
Another thing I've been messing with is trying to get repeating textures working with maps. What you see above is clamped turned on. Mostly just that mines looks weird with clamp on. But in general I wasn't able to get reliable results trying to find where mirror vs. repeat are stored in the files for wrapS and wrapT respectively, so I'll just check against the texture name and then go off of texture names that get reported for improving map exports.

Edit 1:
As a side note, since mostly what I'm working is cleaning up at the moment. I'm thinking of what title to focus on next. PsoBB seems like the most likely, but I'm also tempted to start looking at Episodes 1&2 or episode 3 for Gamecube.

Edit 2:

Also I might as well post some documents. This is the page for reading textures from Ninja_GD.pdf, and a bitmap that illustrates where these values are stored.

texture_values.PNG

njd_textures.png
 
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So right now I'm trying to narrow down what I have done and haven't done. So a quick list of things that I haven't done are:

1. Export all of the objects
2. Export the ultimate Enemies
3. Export the ultimate Stages
4. Export the stage sky boxes
5. Export the NPC's

I think that list also kind of gives away my priorities. So for exporting the objects, one of the hard parts is staying sane while digging through the game's gsl object and their "organization". A lot of time textures will be in the gsl, while the rest of the objects are in a bml. Or the objects will be in the bml, but they will have a lot more .nj models than they probably need to make the object. Or they'll stash alternate textures in the gsl file. So we'll start off with forest_01.gsl and just try to make our way though by trying to cross off what we've done and haven't done.

Forest 01 Check List
map_forest_e.bin
map_forest_f.bin
map_forest_g.bin
map_forest_j.bin
map_forest_s.bin
map_forest_e_u.bin
map_forest_f_u.bin
map_forest_g_u.bin
map_forest_j_u.bin
map_forest_s_u.bin

fe_obj_doa_kanban.bml
fe_obj_door.pvm

fe_obj001_komo.nj
fe_obj001_komo.pvm

obj_butterfly.rel
obj_butterfly.pvm

abeno_fs_obj001_fosuno.bml
fe_obj_switch.pvm

obj_motorcycle.rel
obj_motorcycle.pvm

fe_obj_hako01_hahen02.bml
fs_obj_hako01_n.pvm
fe_obj_con_hahen1.bml
obj_abecon.pvm

fe_obj_lazer2_4m.bml
fe_obj_lazer2.pvm

fe_obj_switch_laz.bml
fe_obj_switch_laz.pvm

obj_tank.rel
obj_tank.pvm

fe_obj_tanmatu02.bml
fe_obj_computer.pvm

obj_battery.rel
obj_battery.pvm
obj_containerido.rel
obj_containerido.pvm

fs_obj_warp.bml
fs_obj_warp.pvm
bm_fe_obj_o_capsule01.bml

bm_fs_obj_lazerguard.bml
fe_obj_laz_guard_moto.pvm
fs_obj_laz_guard.pvm
fs_obj_laz_guard_r.pvm

fe_obj_hashi.bml
fe_obj_hashi.pvm
fe_obj_lazer4_4m.bml

fs_obj_hanyousu_body1.bml
fs_obj_hanyousu_light.bml
fs_obj_hanyousu_light.pvm
bm_o_mine.bml
bm_fs_obj_sensor.bml
fs_obj_sensor.pvm
fs_obj_sensor_r.pvm
bm_fe_obj_kaifuku_moto.bml
fe_obj_kaifuku_moto.pvm

symbolchatcolli.prs
bm_fs_obj_ki_doa_panel.bml
fs_obj_ki_doa_panel.pvm
fs_obj_ki_doa_panel_r.pvm

ChatSensor.prs
bm_ene_common_all.bml
ene_common_all.pvm
bm_ene_lappy.bml
re3_b_lappy_base_ao.pvm
bm_ene_bm3_fly.bml
bm_ene_bm5_wolf.bml
bm_ene_re8_b_beast.bml

Remaining Assets from Forest 01

  • obj_butterfly.rel
  • obj_butterfly.pvm
  • obj_motorcycle.rel
  • obj_motorcycle.pvm
  • obj_tank.rel
  • obj_tank.pvm
  • obj_battery.rel
  • obj_battery.pvm
  • obj_containerido.rel
  • obj_containerido.pvm
As a quick guide, line with strikeout are non object ans either data or enemies. Orange are rel objects which I will need to comeback and get because I have a rel parser in some of my earlier tools, but not in my current working set. And greyed out text are objects I've grabbed already, so I guess it's time to go one a time and break down what's left. Green are the ones that I had left to narrow down.
 
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I don't know if someone knows what "fe_obj001_komo.nj" is supposed to be. It's this kind of shade thing that starts at a height of 0 and goes into the ground.

Screenshot_2019-06-28 Ninja Pulgin.png

"abeno_fs_obj001_fosuno.bml" is another weird one that always gets me. It's the normal door switch.

Screenshot_2019-06-28 Ninja Pulgin(1).png

Okay fe_obj_hako01_hahen02.bml and fs_obj_hako01_n.pvm are the normal box. And fe_obj_con_hahen1.bml and obj_abecon.pvm are the high level box.
 
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Okay, I have komo.nj listed as "Sunrays"

Forest 02 GSL

map_forest_e.bin
map_forest_f.bin
map_forest_g.bin
map_forest_j.bin
map_forest_s.bin
map_forest_e_u.bin
map_forest_f_u.bin
map_forest_g_u.bin
map_forest_j_u.bin
map_forest_s_u.bin

fe_obj_doa_kanban.bml
fe_obj_door.pvm
fe_obj001_komo.nj
fe_obj001_komo.pvm
obj_butterfly.rel
obj_butterfly.pvm
abeno_fs_obj001_fosuno.bml
fe_obj_switch.pvm
obj_motorcycle.rel
obj_motorcycle.pvm
fe_obj_hako01_hahen02.bml
fs_obj_hako01_n.pvm
fe_obj_con_hahen1.bml
obj_abecon.pvm
fe_obj_lazer2_4m.bml
fe_obj_lazer2.pvm
fe_obj_switch_laz.bml
fe_obj_switch_laz.pvm
obj_tank.rel
obj_tank.pvm
fe_obj_tanmatu02.bml
fe_obj_computer.pvm
obj_battery.rel
obj_battery.pvm
obj_containerido.rel
obj_containerido.pvm
fs_obj_warp.bml
fs_obj_warp.pvm
bm_fe_obj_o_capsule01.bml
bm_fs_obj_lazerguard.bml
fe_obj_laz_guard_moto.pvm
fs_obj_laz_guard.pvm
fs_obj_laz_guard_r.pvm
fe_obj_hashi.bml
fe_obj_hashi.pvm
fe_obj_lazer4_4m.bml
fs_obj_hanyousu_body1.bml
fs_obj_hanyousu_light.bml
fs_obj_hanyousu_light.pvm
bm_o_mine.bml
bm_fs_obj_sensor.bml
fs_obj_sensor.pvm
fs_obj_sensor_r.pvm
bm_fe_obj_kaifuku_moto.bml
fe_obj_kaifuku_moto.pvm
bm_fs_obj_o_monument01.bml
bm_obj_warpboss.bml

symbolchatcolli.prs
bm_fs_obj_ki_doa_panel.bml
fs_obj_ki_doa_panel.pvm
fs_obj_ki_doa_panel_r.pvm

ChatSensor.prs
bm_ene_common_all.bml
ene_common_all.pvm
bm_ene_bm2_moja.bml
bm_ene_lappy.bml
re3_b_lappy_base_ao.pvm
bm_ene_bm3_fly.bml
bm_ene_bm5_wolf.bml
bm_ene_re8_b_beast.bml
rico_body.bml

Looks like I already picked up the small differences in assets between Forest 02 and Forest 01 aside from the rel files I'm putting to the side for now. So I guess that means I can move onto Caves.

Caves 01 GSL

map_cave_e.bin
map_cave_f.bin
map_cave_g.bin
map_cave_j.bin
map_cave_s.bin
map_cave_e_u.bin
map_cave_f_u.bin
map_cave_g_u.bin
map_cave_j_u.bin
map_cave_s_u.bin

fs_obj_warp.bml
fs_obj_warp.pvm
bm_fe_obj_o_capsule01.bml
bm_o_mine.bml
abeno_fs_obj001_fosuno.bml
fe_obj_switch.pvm
bm_fs_obj_do_doa_panel.bml
fs_obj_do_doa_panel.pvm
fs_obj_do_doa_panelr.pvm

bm_fs_obj_do_doa01.bml
fs_obj_do_doa01r.pvm
bm_fs_obj_do_doa02.bml
fs_obj_do_doa02r.pvm
bm_fs_obj_do_doa03.bml
fe_obj_turiten_moto.bml
fs_obj_turiten_singo.pvm
fs_obj_turiten_singo_r.pvm
bm_o_rock_cave01.bml
bm_fe_obj_rb_liwa.bml

fe_obj_lazer2_4m.bml
fe_obj_lazer2.pvm
fe_obj_lazer4_4m.bml
fe_obj_switch_laz.bml
fe_obj_switch_laz.pvm
fe_obj_hako01_hahen02.bml
fs_obj_hako01_n.pvm
fe_obj_con_hahen1.bml
obj_abecon.pvm
bm_fe_obj_kaifuku_moto.bml
fe_obj_kaifuku_moto.pvm

bm_o_bind.bml
symbolchatcolli.prs
obj_containerido.rel
obj_containerido.pvm
fe_obj_tanmatu02.bml
fe_obj_computer.pvm

ChatSensor.prs
bm_ene_common_all.bml
ene_common_all.pvm
bm_ene_grass.bml
bm_ene_cgrass.bml
bm_ene_re2_flower.bml
bm_ene_nanodrago.bml
bm_ene_bm1_shark.bml
bm7_s_paa_body.bml
 
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It's been almost a month since posting. I guess I've had a busy summer.

Caves 02
GSL

map_cave_e.bin
map_cave_f.bin
map_cave_g.bin
map_cave_j.bin
map_cave_s.bin
map_cave_e_u.bin
map_cave_f_u.bin
map_cave_g_u.bin
map_cave_j_u.bin
map_cave_s_u.bin

fs_obj_warp.bml
fs_obj_warp.pvm
bm_fe_obj_o_capsule01.bml
bm_fs_obj_lazerguard.bml
fe_obj_laz_guard_moto.pvm
fs_obj_laz_guard.pvm
fs_obj_laz_guard_r.pvm
bm_o_mine.bml
bm_fs_obj_sensor.bml
fs_obj_sensor.pvm
fs_obj_sensor_r.pvm
abeno_fs_obj001_fosuno.bml
fe_obj_switch.pvm
bm_fs_obj_do_doa_panel.bml
fs_obj_do_doa_panel.pvm
fs_obj_do_doa_panelr.pvm
bm_fs_obj_do_doa01.bml
fs_obj_do_doa01r.pvm
bm_fs_obj_do_doa02.bml
fs_obj_do_doa02r.pvm
bm_fs_obj_do_doa03.bml
fe_obj_turiten_moto.bml
fs_obj_turiten_singo.pvm
fs_obj_turiten_singo_r.pvm

bm_fs_obj_dokanban01.bml
fs_obj_dokanban01.pvm
bm_fs_obj_dokanban02.bml
fs_obj_dokanban02.pvm
bm_fs_obj_dokanban03.bml
fs_obj_dokanban03.pvm
bm_fs_obj_aircon01.bml
fs_obj_aircon01.pvm
bm_fe_obj_aircon02.bml
fe_obj_aircon02.pvm
bm_fs_obj_yukakaiten01.bml
fs_obj_yukakaiten01.pvm
abeniji_fe_obj001_niji.bml
bm_fs_obj_kurage.bml
fs_obj_kurage.pvm
bm_fs_obj_tombo.bml
bm_o_rock_cave02.bml
bm_fe_obj_rb2_liwa.bml

fe_obj_lazer2_4m.bml
fe_obj_lazer2.pvm
fe_obj_lazer4_4m.bml
fe_obj_switch_laz.bml
fe_obj_switch_laz.pvm
fe_obj_hako01_hahen02.bml
fs_obj_hako01_n.pvm
fe_obj_con_hahen1.bml
obj_abecon.pvm
bm_fe_obj_kaifuku_moto.bml
fe_obj_kaifuku_moto.pvm
bm_fs_obj_o_monument02.bml
bm_o_bind.bml
symbolchatcolli.prs
fe_obj_tanmatu02.bml
fe_obj_computer.pvm
ChatSensor.prs
bm_ene_common_all.bml
ene_common_all.pvm
bm_ene_grass.bml
bm_ene_cgrass.bml
bm_ene_re2_flower.bml
bm_ene_nanodrago.bml
bm_ene_bm1_shark.bml
bm4_ps_ma_body.bml

Okay, that wasn't too bad. The assets that I didn't have were pretty straight forward. not too many animations, and everything was generally grouped together. So onto caves 03.


Caves 03 GSL


map_cave_e.bin
map_cave_f.bin
map_cave_g.bin
map_cave_j.bin
map_cave_s.bin
map_cave_e_u.bin
map_cave_f_u.bin
map_cave_g_u.bin
map_cave_j_u.bin
map_cave_s_u.bin
fs_obj_warp.bml
fs_obj_warp.pvm
bm_fe_obj_o_capsule01.bml
bm_fs_obj_lazerguard.bml
fe_obj_laz_guard_moto.pvm
fs_obj_laz_guard.pvm
fs_obj_laz_guard_r.pvm
bm_o_mine.bml
bm_fs_obj_sensor.bml
fs_obj_sensor.pvm
fs_obj_sensor_r.pvm
abeno_fs_obj001_fosuno.bml
fe_obj_switch.pvm
bm_fs_obj_do_doa_panel.bml
fs_obj_do_doa_panel.pvm
fs_obj_do_doa_panelr.pvm
bm_fs_obj_do_doa01.bml
fs_obj_do_doa01r.pvm
bm_fs_obj_do_doa02.bml
fs_obj_do_doa02r.pvm
bm_fs_obj_do_doa03.bml
fe_obj_turiten_moto.bml
fs_obj_turiten_singo.pvm
fs_obj_turiten_singo_r.pvm
bm_fs_obj_dokanban01.bml
fs_obj_dokanban01.pvm
bm_fs_obj_dokanban02.bml
fs_obj_dokanban02.pvm
bm_fs_obj_dokanban03.bml
fs_obj_dokanban03.pvm
bm_fs_obj_aircon01.bml
fs_obj_aircon01.pvm
bm_fe_obj_aircon02.bml
fe_obj_aircon02.pvm
bm_fs_obj_yukakaiten01.bml
fs_obj_yukakaiten01.pvm
abeniji_fe_obj001_niji.bml
bm_fs_obj_cakeya.bml
bm_o_rock_cave03.bml
bm_fe_obj_rb3_liwa.bml

fe_obj_lazer2_4m.bml
fe_obj_lazer2.pvm
fe_obj_lazer4_4m.bml
fe_obj_switch_laz.bml
fe_obj_switch_laz.pvm
fe_obj_hako01_hahen02.bml
fs_obj_hako01_n.pvm
fe_obj_con_hahen1.bml
obj_abecon.pvm
bm_fe_obj_kaifuku_moto.bml
fe_obj_kaifuku_moto.pvm
bm_o_bind.bml
bm_obj_warpboss.bml
symbolchatcolli.prs
fe_obj_tanmatu02.bml
fe_obj_computer.pvm
ChatSensor.prs
bm_ene_common_all.bml
ene_common_all.pvm
bm_ene_re2_flower.bml
bm_ene_nanodrago.bml
bm_ene_bm1_shark.bml
bm4_ps_ma_body.bml
bm7_s_paa_body.bml
bm_n_trunk_i_body.bml

Thank god there was only two new files in there. Which means onto Ruins and City.
 
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So on to Ruins. There are a bunch of custom assets. So I'll probably have to go back and add in things like teleports and stuff. Hopefully Ruins 2 and 3 won't add in too much.

Ancient 01 GSL

map_ancient_e.bin
map_ancient_f.bin
map_ancient_g.bin
map_ancient_j.bin
map_ancient_s.bin
map_ancient_e_u.bin
map_ancient_f_u.bin
map_ancient_g_u.bin
map_ancient_j_u.bin
map_ancient_s_u.bin

bm_fe_obj_o_capsule01.bml
bm_o_mine.bml

bm_fs_obj_o_sensor01.bml
fs_obj_o_sensor01.pvm
fs_obj_o_sensor01r.pvm
fs_obj_o_sensor02.pvm
fs_obj_o_sensor02r.pvm
bm_o_warp_ancient.bml
de_obj2_swarp_beam_r.pvm
bm_fd_obj_n_switch.bml
fd_obj_n_switch.pvm
o_key_ancient01b.pvm
o_key_ancient01g.pvm
o_key_ancient01p.pvm
bm_fs_obj_o_doorpanel.bml
fs_obj_o_doorpanel.pvm
fs_obj_o_doorpanelg.pvm
bm_fe_obj_o_door01l.bml
fe_obj_o_door01l.pvm
fe_obj_o_door01g.pvm
fs_obj_door07_m.bml
fs_obj_door07_m.pvm
fs_obj_door07_m_01_g.pvm
fs_obj_o_door06l.bml
fs_obj_o_door06l.pvm
fs_obj_o_door06l_r.pvm
fs_obj_o_door05l.bml
fs_obj_o_door05l.pvm
fs_obj_o_door05l_g.pvm
bm_fs_obj_o_doorswitch01.bml

o_key_ancient02.pvm
bm_fd_obj_n_saku_4x2.bml
fd_obj_n_saku_4x2.pvm
o_fence_ancient_b.pvm
o_fence_ancient_g.pvm
o_fence_ancient_p.pvm
bm_fd_obj_n_saku_6x2.bml
fd_obj_n_saku_6x2.pvm
bm_fd_obj_n_saku_4x4.bml
fd_obj_n_saku_4x4.pvm
bm_fd_obj_n_saku_6x4.bml
fd_obj_n_saku_6x4.pvm
fe_obj_h_s_konte.bml
bm_o_trap_ancient01.bml
bm_fs_obj_o_torabasami.bml
fs_obj_o_torabasami.pvm
bm_fs_obj_o_sekihi01.bml
fs_obj_o_sekihi01.pvm
bm_o_wreck_ancient.bml
bm_fe_obj_o_hahen.bml
bm_o_container_ancient.bml
fe_obj_o_container_r.pvm
fe_obj_o_container_hahen01r.pvm
fe_obj_o_container_hahen02r.pvm

bm_fe_obj_kaifuku_moto.bml
fe_obj_kaifuku_moto.pvm
symbolchatcolli.prs
fe_obj_tanmatu02.bml
fe_obj_computer.pvm
fe_obj_lazer2_4m.bml
fe_obj_lazer2.pvm
ChatSensor.prs
bm_ene_common_all.bml
ene_common_all.pvm
bm_ene_df1_saver.bml
bm_ene_re4_sorcerer.bml
bm_ene_re7_berura.bml
bm_ene_df3_dimedian.bml
bm_ene_balclaw.bml

o_key_ancient02.pvm seems like the odd texture out. Everything else seems to have textures.

Ancient 02 GSL

map_ancient_e.bin
map_ancient_f.bin
map_ancient_g.bin
map_ancient_j.bin
map_ancient_s.bin
map_ancient_e_u.bin
map_ancient_f_u.bin
map_ancient_g_u.bin
map_ancient_j_u.bin
map_ancient_s_u.bin
bm_fe_obj_o_capsule01.bml
bm_o_mine.bml
bm_fs_obj_o_sensor01.bml
fs_obj_o_sensor01.pvm
fs_obj_o_sensor01r.pvm
fs_obj_o_sensor02.pvm
fs_obj_o_sensor02r.pvm
bm_o_warp_ancient.bml
de_obj2_swarp_beam_r.pvm
bm_fd_obj_n_switch.bml
fd_obj_n_switch.pvm
o_key_ancient01b.pvm
o_key_ancient01g.pvm
o_key_ancient01p.pvm
bm_fs_obj_o_doorpanel.bml
fs_obj_o_doorpanel.pvm
fs_obj_o_doorpanelg.pvm
bm_fe_obj_o_door01l.bml
fe_obj_o_door01l.pvm
fe_obj_o_door01g.pvm
fs_obj_door07_m.bml
fs_obj_door07_m.pvm
fs_obj_door07_m_01_g.pvm
fs_obj_o_door06l.bml
fs_obj_o_door06l.pvm
fs_obj_o_door06l_r.pvm
fs_obj_o_door05l.bml
fs_obj_o_door05l.pvm
fs_obj_o_door05l_g.pvm
bm_fs_obj_o_doorswitch01.bml
o_key_ancient02.pvm
bm_fd_obj_n_saku_4x2.bml
fd_obj_n_saku_4x2.pvm
o_fence_ancient_b.pvm
o_fence_ancient_g.pvm
o_fence_ancient_p.pvm
bm_fd_obj_n_saku_6x2.bml
fd_obj_n_saku_6x2.pvm
bm_fd_obj_n_saku_4x4.bml
fd_obj_n_saku_4x4.pvm
bm_fd_obj_n_saku_6x4.bml
fd_obj_n_saku_6x4.pvm
fe_obj_h_s_konte.bml
bm_o_trap_ancient01.bml
bm_fs_obj_o_torabasami.bml
fs_obj_o_torabasami.pvm
bm_fs_obj_o_sekihi01.bml
fs_obj_o_sekihi01.pvm
bm_o_wreck_ancient.bml
bm_fe_obj_o_hahen.bml
bm_o_container_ancient.bml
fe_obj_o_container_r.pvm
fe_obj_o_container_hahen01r.pvm
fe_obj_o_container_hahen02r.pvm
bm_fe_obj_kaifuku_moto.bml
fe_obj_kaifuku_moto.pvm
symbolchatcolli.prs
fe_obj_tanmatu02.bml
fe_obj_computer.pvm
fe_obj_lazer2_4m.bml
fe_obj_lazer2.pvm
ChatSensor.prs
bm_ene_common_all.bml
ene_common_all.pvm
bm_ene_df1_saver.bml
bm_ene_re4_sorcerer.bml
bm_ene_re7_berura.bml
bm_ene_df3_dimedian.bml
bm_ene_balclaw.bml

Ancient 02 seems to be the same as Ancient 01. I think Ancient 03 adds in a few more assets (hopefully not too many). It will be onto city after that.

Screenshot_2019-07-27 Ninja Pulgin.png

Okay, the boss warp at the end was the only difference. It's three different models, I shift them around in the preview to make them easier to debug. In the ftp, these are individual files grouped in a zip. So next it's on to Pioneer 2, and that should wrap up the content tucked away in GSL files aside from the rel files in the forest I skipped over.
 
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