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  2. You could try to extract a model from a bundle. But the infos in the OP are not very clear, for example
  3. Today
  4. I Finally got materials and textures to load dynamically, so far only works on Conker will have to work in some tweaks to support other models
  5. Yesterday
  6. Is there anything else I can provide that might assist anyone that wants to look into this? As stated, getting access to the files isn't the issue, its getting the models with rigging, and would be forever grateful for anyone that can help out.
  7. I know about that M3G2FBX program it implements parts of the M3G specific to IronMonke's implementation but it's not designed for easy further development unlike PyM3G. You say you are not smart enough but I think that if you read the M3G documentation's file format section, starting on page 257 (mabey with some explanation from ai). With comination of PyM3G parsing outputs you should get pretty good understanding of the format.
  8. Thanks. just with the values in your screenshot I was able to update my scripts and I’m able to get the header for each mesh with 90% accuracy (only a few outliers, not including those with different structures). The only “issue” is now understanding the submeshes; notably the eyes are huge centered in the head atm. once that’s done I can work on the skeleton.
  9. Where_winds_meet mobile and PC end structures should be the same, but the PC end will be much larger than the mobile end. The bms script can also be applied to the PC end. Try to decompress the assets first. It may be because they did not decompress. If you use DIDT, it may not be handling the latest compression format where_winds_meet_mpk_v3.zip
  10. What does that mean? In that pgs you can see strings like object_L09_A2_Elevator.edl and some data, maybe counts or offsets.
  11. Oh you decompress it from the mobile version, right? I extract the files from PC version... and I can't find the correct skin skeleton file...
  12. Cool, your attachment did have the save format with Diablo's skinskeleton. I think I extracted the files from the big Patchxxx.mpk already make a decompression, did they need to be decompressed again? and how did you locate the skin skeleton files if they have an EZST or ZZZX compression? any script will be great help. BTW, I extracted Diablo Immortal files with DIDT. and convert the data follow this format instruction. And here is a simple conversion.py that convert skinskeleton to json. test with your attachment and it works. converter.py
  13. This is to unzip a specific game, you can use the bms script directly
  14. Is the unpacking of "Ace racing" done using the mpk3.py script? If it is this script, how do I use it? I'm a beginner. Is there anyone who can offer some help? mpk3(1).py
  15. The skeleton files they used should have the same structure as Diablo. At least it looks like this with your eyes. I found several skeleton files, the only difference is a file with a base64-encoded skeletondata data at the end of the file, and the other structures are basically the same. The skeleton file of Where winds meet is compressed in EZST or ZZZX. You will never know whether it is a skeleton or model before decompression, and you should never try to search, because you may get a bunch of particle files or collision files. The best way is to restore the file name, because Where winds meet has many new formats than other games. Oh by the way, how did you convert Diablo skinskeleton files, I tried to convert other games with the same engine, but it has not been successful yet skinskeleton.zip
  16. Their overall compression is zlib, which writes custom magic numbers and uncompressed sizes in the file header, which is referenced in the bms script. As for the processing of internal structures, for example, some pxc files may be related to the model. You can go to the 3D model forum to ask, and there may be people who know it.
  17. Does anyone know the skinskeleton asset format? I can convert the .skinskeleton file in Diablo Immortal by following the instructions at https://github.com/CucFlavius/Zee-010-Templates/blob/main/DiabloImmortal_SkinSkel.bt. However, I can't find the skinskeleton file in the "Where winds meet". Any clues on how to find the skinskeleton file and what its format is?
  18. Using hex2obj. Checked the mdl manually which was not too hard:
  19. May I ask why you don't simply read the readme in the .7z file? (The tool doesn't seem to be for converting models/textures, btw.)
  20. Seeking help with the .mdl format for fable 2 Issues: the headers were stripped from the file by Lionhead. Static meshes and Skeletal meshes seem to have different structures, and it's pretty common for static meshes to have different structures between them. So far: I can find a significant amount out about most of the rigged assets, but there are issues when an asset is split in to submeshes, and with some of the larger meshes. i.e: Bone Count: 143 Bones: [0] CH_HeroChild_Male_Rig_Asset (ID: 4294967295) [1] Shadow_Hip (ID: 0) [2] Shadow_SpineControl (ID: 1) [3] Shadow_SpineControl1 (ID: 2) [4] Shadow_Chest (ID: 3) [5] Shadow_Neck (ID: 4) [6] Shadow_Head (ID: 5) [7] Shadow_jaw (ID: 6) ... Mesh count: 3 Parsing mesh headers... Mesh 0: Child_hair_NEW2 Mesh 1: Child_face3 Mesh 2: hero_eyelash20 Parsing mesh buffers... Mesh Buffer 0: Buffer starts at offset: 0x00002EAB Vertex count: 10093 Face count: 17065 Detected vertex stride: 28 bytes Vertex buffer at: 0x00002F3E (size: 282604 bytes) Face buffer at: 0x00047F2A (size: 34130 bytes) Mesh Buffer 1: Buffer starts at offset: 0x00077B4C Vertex count: 16777240 Face count: 16777216 WARNING: Unrealistic values, possible misalignment Mesh Buffer 2: Buffer starts at offset: 0x00077B64 Vertex count: 65536 Face count: 4278190080 WARNING: Unrealistic values, possible misalignment Attached my python script, and 010 editor script, for anyone willing to help figure this crap out. also 1 mdl file.. mdl.bt character.py mdl.zip
  21. Would anyone know how to dump the files out of these? I found Models, Sounds and possibly textures within the files. any tools or plugins for this? Object_Pages.7z
  22. Okay, so, interesting thing. The M3G2FBX converter on GitHub, can covert some meshes and bones if the header is changed to one that it recognizes. The bones become nodes, not an armature, but they're there, unfortunately it only saves the static meshes, anything with weights/skin seems to just be skipped over, but the data it DOES output seems to be mostly intact, getting UVs, material names, etc. Unfortunately I'm not smart enough to understand what to change to make it save those, but it can definitely read most of the data. https://github.com/RaduMC/M3G2FBX
  23. Well that's good to know, and quite interesting, I figured they had a more proprietary format for their games, I looked across a few of their mobile games to see if they used the format for their other projects, and yeah, I couldn't find anything about the header they have. I looked into how the format works in general but I've been so busy with other projects and life over the past few months that I haven't really had the chance to sit down and try modifying the libraries out there, I think I grabbed one but after all my PC cleanup I have no idea where it is now. It would be helpful to have more info though, I myself am not too interested in putting files back in the game, I don't really do mobile modding stuff, but if it means being able to extract and view them, that would be quite nice. I'll look into it some myself when I have the opportunity, in the meanwhile any info you think would help is appreciated. One thing, is I'm quite curious on how the textures work, they have the standard header I believe, but I don't entirely know how one would go about converting or reading them.
  24. Last week
  25. So what exactly is this tool used for? Isn't it for converting models and textures sorry i am a fool
  26. *.luc should be a compiled lua file. Using a Lua interpreter it should be possible to start a .luc file from its command line. (Didn't test it, though.) edit: seems I misunderstood the topic line, "City Shrouded in Shadow (Kyoei Toshi) .luc" The tool in the 7z file is a .exe which handles *.luc files.
  27. sorry In fact, the website has a tool related to this game, but I don't know how to make it work and turn it into a usable mesh and material.
  28. Bumping a thread 10 minutes after its creation appears to be a little bit xxxxxxxxxx (enter a word of your choice). Anyways, this is what I found on a quick glance (one sub mesh only):
  29. Hello i want ask how i can extract all .pak file located here E:\DMMGame\Dolphin Wave\DolphinWave_dmm\Master maybe need a script with quickbms but idk how to do. The .pak should be encrypted. And another question in game some Card are Animated is possible extract L2D too? Thx in advance for who want help
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