there is a tool to open the .pcm formats when you have decompressed the bigfile and it can export them to a usable .dae format.
the program can be found here: http://www.thelostworlds.net/Software/ModelEx.html
it also saves the textures when exporting the model.
The vertex data section is similar
to the one used in God of War 2 meshes.
The vertexes are stored in 16bytesigned Integers.
The format for the main mesh subsections of the files with meshes is as follows:
{RR 80 01 64, UNK4ByteFloat 00 00 00 00,
SS 80 TT 6D 2ByteSignedVertexes(X,Y,Z)+2ByteConn
UU C0 V V 6E 1ByteColorMapping(Red, Green, Blue) +80
WW 80 XX 69 2ByteNormalMappings
YY 80 ZZ 65 2ByteTextureMappings?(X,Y,Z)
UnknownBytes
ZeroPadding}
Most of the game's data is in Bigfile.dat The file is compressed but can be decompressed using the tool "Soul Spiral" found on
http://www.thelostworlds.net/Software/Soul_Spiral.html
there is a tool to open the .pcm formats when you have decompressed the bigfile and it can export them to a usable .dae format.
the program can be found here:
http://www.thelostworlds.net/Software/ModelEx.html
it also saves the textures when exporting the model.
The vertex data section is similar
to the one used in God of War 2 meshes.
The vertexes are stored in 16bytesigned Integers.
The format for the main mesh subsections of the files with meshes is as follows:
{RR 80 01 64, UNK4ByteFloat 00 00 00 00,
SS 80 TT 6D 2ByteSignedVertexes(X,Y,Z)+2ByteConn
UU C0 V V 6E 1ByteColorMapping(Red, Green, Blue) +80
WW 80 XX 69 2ByteNormalMappings
YY 80 ZZ 65 2ByteTextureMappings?(X,Y,Z)
UnknownBytes
ZeroPadding}
Conn format:
{Unknown1stByte, (00,40,80)}