lizardmanface.jpg



The script above will convert the level terrain (along with a few static model parts such as armor on character costumes)
into .3ds files.



The script above will convert most parts of a characters costume/body to .3ds files.
SC3bodypart.jpg



Use the program called "OLK Explorer" on the file called ROOT.OLK
http://www.freewebs.com/supersonicspeed2004/OLK_Explorer_v0%5B1%5D%5B1%5D.02.rar
Use it to extract a .pkg level file. Since root.olk does not contain any file names, a partial list of what every file is can be found here:
http://8wayrun.com/calibur/threads/modding-soulcalibur-3.2908/


Use the QuickBMS script above called sc3levelpkgto3dsbeta.bms using the Microsoft Windows Command Prompt (it will not work by clicking quickbms.exe) by doing the following (it will not work by double clicking quickbms.exe):
Go to commandprompt then type in the path to quickbms.exe followed by -w (must be a lowercase w), followed by the path to the script followed by the path to a pkg level file, followed by the folder where you want to save the extracted 3ds file.
You can then import the .3ds file in any program thats supports the .3ds format
For example:
D:\b\quickbms.exe -w D:\b\quickbms\sc3levelpkgto3dsbeta.bms D:\b\quickbms\15.pkg D:\b\quickbms





sc3level.jpg
This picture shows some of the level terain in role playing mode of the game.

lizardmanarmor.jpg
This is a picture of some of the armor Lizardman wears.
There is significant overlap between pieces.
The two arcs are his teeth.
The thing with the large point is a piece of body Armor
A demo of this game appeared on Jam Pack Volume 13.
This games 3d graphics engine is similar to Bloody Roar 3, Tekken Tag Tournament, and Extermination.
The 3d files are contained in the ROOT.OLK file(s).
The game uses multiple 3d formats

Character Format:
There is a address list to each submesh that located near the start of each character file. The address list is based on relative offsets, to some starting point.
Character files contain Meshes, Textures and some audio components.
Each "mini chunk" contains the following 16 byte components
XNRM YNRM ZNRM Weight Line A
XVER YVER ZVER BONE Line B
XTEX YTEX 00 00 80 3f S 00 00 00 Line C
(00 00 00 43) (00 00 00 43) (00 00 00 43) (00 00 00 43) Line D
Each mini chunk can contain any number of Line A and Line B Pairs at the beginning.This will be followed by 1 Line C, and 1 Line D which ends the mini chunk. All of the above lines begin in the file at an offset than ends in 0 ie 1FA50, They will also be loaded into ram at an offset that ends in 0.
Everything is a 4 byte float except Bone, which is a 1 byte integer, followed by an optional 80, and then always 00 00.
00 00 00 43 is neither a float nor an integer, it never changes it is just there to signify the end of each chunk.
Each subsection is a different body part and has to be attached to the rest of the body using a list of attachment points.
Level Terrain Format:
The beginning of each chunk starts at:
04 01 00 01 03 80 XX 6C
and contain XX arrays of four byte Vertexes floats followed by 4 bytes of connection info:
XVER YVER ZVER CONN
The next section begins at:
02 80 XX 6C
and contains XX arrays of non standard Normals followed by 00 00 00 and either 43 or 00
XUNM YUNM ZUNM 00 00 00 (43)
The next section begins at 01 80 XX 64
and contains XX pairs of Texture coordinate info
XTEX YTEX

Static Character Components Format (Some Weapons and Some):

This is a variation of the Level Terrain Format.
Like the Character models each mesh is stored separately
and attached to the appropriate location.
The Armor models are stored intermittently between the sections
of the character mesh. Like body parts these are attached to the body at the location specified in the file.


Soul Calibur 2 and Soul Calibur 3 weapon models & textures.
Flamberge
Galley Oar
Requiem
Soul Edge
Steel Paddle



SoulEdge.jpg