Reverse engineering Colony Wars Vengeance Playstation models

Mar 01 2020

This note is the sequel to Reverse engineering Colony Wars Red Sun models. After I finished my work with Red Sun, I knew I will eventually get to the previous game in the series: Colony Wars Vengeance, which is arguably my most favorite in the series.

I expected the process to be easier compared to Red Sun because I already had the experience, and because the structure of game resources theirselves would probably be more simple. My expectations turned out to be true, most of the work took about a week or less at moderate pace.

I will mostly focus on differences compared to Red Sun rather than how I approached the problem, the latter was mostly covered in the previous note.

Resource extraction

Once again we're dealing with GAME.RSC file, which includes all the resources used in the game: mission data, models, player's ship stats, ground terrain data, demo data and other things.

Colony Wars Vengeance contents

Opening the file in HxD hex editor immediately shows the list of pairs, consisting of file name and it's location in the GAME.RSC. The 4 bytes at the beginning turned out to be the amount of files.

Compared to Red Sun, there are no directories whatsoever, making the extraction of files trivial. File sizes are still not included, so I have to calculate them myself based on file offsets, I wonder if it also happens at runtime when game is loading?

GAME.RSC contents

Here's a rundown on extracted files:

Model conversion

Let's focus on BND models that were extracted, I was mostly curious how different the format will be compared to what I had in Red Sun.

After opening the file, I immediately notice that it begins with something resembling sections. The fact there's TMDS label right at the beginning is very promising, as TMD is the 3D model format some of Playstation games have.

Further analysis has shown that all BND models start with BODY label and 4 bytes resembling the size of all other sections together, afterwards it's just a list of label that represents section name, the size of the section and the actual section data itself. On the screenshot below, I highlighted several section names I've encountered. To convert the models, I only needed TMDS and TIMS: models and textures respectively, TIM being another very common Playstation texture format. It's very convenient that textures were baked into the model itself, compared to Red Sun having the textures in their own files.

Some other notable sections were:

NHEX.BND contents

Therefore it's basically a resource file within another resource file, I have to parse several TMDS and TIMS, the latter was already done in Red Sun and worked alright here, but TMDS are quite different compared to whatever model format that was in Red Sun.

Composition and Level of Detail problems

Red Sun models were composed of what I decided to call objects - model parts with a positional offset and other properties. Each object could have several meshes, all of them being just different Level of Detail (LOD) meshes, having a proper Red sun model was to compose these all together correctly.

Here with Vengeance models, there's no concept of object anymore, just several meshes instead. No positional offsets either which is convenient (vertexes are already offsetted), no bullshit with weird size multipliers from Red Sun too. Composing Vengeance model is a breeze except for one moment: there's no data on LOD in the model whatsoever.

It means it's difficult to automate splitting of LOD mesh, which may lead to models looking weird because all of the mesh were combined into one. I wonder where the data is, it could easily be hardcoded somewhere else, or be a part of different file, but I didn't have many ideas of where to start looking.

And yet I still wondered if I could automate the splitting, I tried doing that with some kind of heuristics - see where mesh overlap and therefore assume they're LOD, but my attempts proved futile, every new edge case I tried to cover broke other models.

I could probably attempt to figure out where LOD info is stored if I had better reverse engineering skills. The ship models in-game change their models as you get further from them - that's how you'd expect LOD to work, I believed I could find some variable or pointer to the current LOD. While I did find some data in-memory that seemingly represented current LOD state, freezing it to some arbitrary value for confirmation didn't work, so I decided to give up.

Because there's not too many models and it's obvious for human which mesh are related to which LOD, I decided to manually write a helper file to do the job, a portion of this file below:

// This file specifies how to combine model pieces into OBJ files
// Pieces are separated by ',' while files are separated by ';'

// Secondary pieces consist of LODs
module.exports = {
    // ...
    FEDIABLO: '0;1;2',
    FEHEX: '0;1;2',
    // ...
    LMINER: '0,1,2,3,4;5,6,7,8,9',
    LMOTH: '0,1,2,3,4,5,7,8,9,10,11,12,13;14,15,2,3,4,5,7,8,9,10,11,12,13',
    LPLANT: '0,1,2,3,4;5,6,7,8,9',
    LRESRCH: '0,1,2,3,4;5,6,7,8,9',
    // ...

Hex - Level of Detail 1

Hex - Level of Detail 2

Hex - Level of Detail 3


Faces connect vertexes together, faces can have three or four vertexes, making them tris and quads respectively. For Playstation there are apparently many ways of rendering them, which proved to be a problem in Red Sun, where I had to differentiate between 34 face types that could be arranged in any order.

Vengeance had it easier for me. Every TMD portion of the model had what I called face section, with index of the section determining the type of the face. From every section I've got the info on amount of faces and the location of the first face in the file.

Face section meta

Interestingly, we can note that section 0 and 1 have the same offset as section 2. You may also notice some two other offsets afterwards, I never really encountered anything meaningful in sections past 3.

Here's a highlight of one of the faces from the section 3, and meta table for each face section, in which I described all required info:

Face example

const face_section_meta = {
    0: { vertex_amount: 3, uv_start: 0x0C, texture_ptr: 0x0A, size: 0x14 },
    1: { vertex_amount: 4, uv_start: 0x10, texture_ptr: 0x0E, size: 0x18 },
    2: { vertex_amount: 3, uv_start: 0x10, texture_ptr: 0x0E, size: 0x18 },
    3: { vertex_amount: 4, uv_start: 0x14, texture_ptr: 0x12, size: 0x20 }

I don't really care about other info in the faces, which might be related to normals or shading.

Frankly there isn't much interesting left to say. One particular problem I encountered, but quickly resolved is how I should've specified order of vertexes for faces. If you do it in the exact same order as specified in the face, the OBJ model will be broken as shown below, I found out that swapping first and second vertexes fixes it.

// I don't know why I have to do this, but otherwise it just becomes a swiss cheese
const vertexes = [
    ...face.vertexes.slice( 2 )

Incorrect vertex order for faces

And here's some more pictures that demonstrate initial failed attempts to parse the model:

Wrong faces arrangement on Hex

Wrong faces arrangement on Hex 2

Borked UV on Hex

Missing faces on Wraith

Bonus 3D printed legacy

Around some time before Red Sun models were ripped, I was contacted by SoxF0x who mentioned taking the first ever rip of Hex ship, 3D printing the model, printing the textures and combining it all together into very solid looking real-life figurine.

Hex 3D print with textures applied

I was very impressed and got excited because I was already working on other Red Sun models and wondered if I could also see them printed. As our conversation on models and printing went on, I sent an initial batch of Red Sun rips, which resulted in these a half-year later:

Red Sun 3D prints with textures

After finishing the Vengeance batch and sharing it with SoxF0x, I considered requesting several prints myself. Surprisingly, they were relatively cheap to make, so I've chosen 8 ships, which have arrived quite fast. While figurines have some rough edges on textures, the build feels sturdy and they look great from distance, great job! I still wonder how painful it was to apply textures.

So far I consider these as an unexpected reward for effort, and then as a way for few fans to express their love for Colony Wars series, these must be one-of-a-kind right now. I also wonder if the models could serve as a good reference for remakes or reimagined designs.

Colony Wars 3D prints

Colony Wars 3D prints with textures

There's still one game left: the original Colony Wars, I did look into it quickly, both GAME.RSC and models are quite similar but not enough that I could easily rip them in the same manner as I did with Vengeance. I will get to it when I feel like it, and do a similar writeup on differences.

See also

Reverse engineering Colony Wars Playstation models

Colony Wars Vengeance oddities and cut content