Ace Combat 5 is a flight combat game developed by Project Aces (Namco)

ace5planejan13.jpg



acerocket.jpg

Both the model pictured above and the building model pictured below use
a similar but slightly different model format.
acebuildings.jpg


The file above explains how to extract textures from this game
NOTE: you might have to write click the above link and press
"Save As" to download it to your computer to view in Notepad
as viewing it in a web browser will cause it to appear incorrectly.




This script only works with the Ace Combat 5 demo.
Use the quickbms script below to extract and convert models from the DATA.PAC file into .3ds files.
It must be used with the Microsoft Windows Command Prompt, using the -w parameter (the w must be lower case), for example:
C:\quickbms\quickbms.exe -w C:\quickbms\ace5DATApacTo3ds.bms C:\quickbms\DATA.PAC C:\quickbms

The script will not work by double clicking quickbms.exe, you must use the Microsoft Windows Command Prompt



This information is based on the Demo included on the PSM (Playstation Magazine) Holiday 2004 Demo Disc:
The File Data.PAC contains models while the much larger Radio.PAC file contains no models.


Models for terrain such as hills and buildings are stored as followed:
.... 01 80 XX 68 Signifies that there are XX Vertexes
The vertexes end and are followed by 02 80 XX 69
The Texture UV coordinates begin at 04 80 XX 64
and end at (00 00 00 11 00 00 00 17)
so the format for each sub mesh is:
XX 00 00 00 ?? 00 00 00 01 80 XX 68 Vertexes 02 80 XX 69 Unknowns 00 00 00 ?? 03 C0 XX 6E Color 04 80 XX 64
UV 00 00 00 11 00 00 00 17 04 04 00 01 05 01 00 01 00 80 01 64
?? are usually 01.

Models for animated objects like planes and rockets are stored as followed:
00 00 00 11 00 00 00 17 04 04 00 01 (2F) 01 00 (60) 00 00 00 00 05 01 00 01 00 80 01 6C XX 00 00 00
(00 00 00 00 00 00 00 00 00 00 00 00)
01 80 XX 6C Vertexes(+ Weight for each) 02 80 XX 6C NormalMapping(+Placeholder4byte) 03 80 XX 6C NullPlaceholders
04 80 XX 6C TextureUV(+ Weight+00 00 00 00)