Scooby.jpg
sdfish.jpg
SD100BSP.jpg







Use the free program called GameExtractor to extract files from the .HIP files.
http://www.watto.org/extract/games.html

Use the quickbms script above called sd100nightsMODLto3dsUV.bms
to convert the .MODL models into .3ds files with UV coords.

You the script with the free program called QuickBMS:
http://aluigi.altervista.org/quickbms.htm
You must use the script by using Windows commandline prompt by doing the following:
First put script and .modl file in the same file as your quickbms folder (make sure the path to quickbms.exe has no spaces in it and no Asian characters)
Go to commandprompt then type in the path to quickbms.exe followed by -w (must be a lowercase w), followed by the path to
sd100nightsMODLto3dsUV.bms followed by the path to the modl file, followed by the folder where you want to save the 3ds file.
Press enter, and the script will ask you to open another file. What it really wants to do is to have the name of the output, so type in any name such as model.3ds, and it will create a file called model.3ds that contains the model.
You can then import the .3ds file in any program thats supports the .3ds format
For example:
D:\black\quickbms\quickbms.exe -w D:\black\quickbms\sd100nightsMODLto3dsUV.BMS D:\black\quickbms\sc_bind.dff.modl D:\black\quickbms
SubFile extensions found in .HIP files:
.ANIM
.ATBL
.MINF
.MODL Models
.MPHT
.PARE
.PARS
.PICK
.PKUP
.PLYR
.PRJT
.RWTX
.SFX
.SND
.SNDI
.SNDS
.TEXT Text Documents

The most commonly used meshes are found in the Core.HIP archive file.
The meshes themselves are called dff.modl files and can be extracted with
"Game Extractor" http://www.watto.org/extract
The file is divided into sections.
The first is a texture color map:
Red, Blue Green FF
for each of the vertexes.
The next is the Texture UV coordinates:
Xtex, Ytex,
where each are 4byte floating points.
Next are the Face Arrays:
Ver1, Ver2, 00 00 Ver3
where the vertex is listed as a 2 byte integer.
After that is the Vertex and Normal list:
All of the vertexes for the entire mesh are first,
followed by all of the Unit Sphere Normals:
Xver, Yver, Zver.....
XNom, YNom, ZNom