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Cabela's Dangerous Hunts 2013 .msh files


MorgothZE0ne

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So it turns out I actually managed to get files for assets from Cabela's Dangerous Hunts 2013 (which I believe also runs on a similar version of CloakNT like Jurassic: the Hunted) but I'm unsure as to what to export the models. The models are in .msh format and I can't find any tools to make much use of them. Here's a sample in case anyone has something on your that can extract them, and please do let me know if there is a tool for Blender or Noesis that can properly extract the models. Oh, and I should add that I used the QuickBMS script cabela_crs.bms (the files are encrypted in crf format but I guess it's the same as crs).

Lion Sample.zip

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  • Engineer

You mean the parameters? Addresses and counts are different for each sub mesh, of course.

FVFsize, UVpos and WordUV should be constant here (but didn't check that ).

There's formats where FVFsize can vary for one and the same model.

Edited by shak-otay
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well this could pose an issue if not all the models were extracted on my end. there is this that makes me wonder if it's meant to be the armature for the modelimage.png.33a65755919901703b737a1a9ca188c1.png which makes me think the main model is there in it's entirety, but I'm not code savvy so I'm just going off what my eyes are telling me 

that being said I'm gonna hold out hope that all the main mesh parts are in thisimage.png.07248888b2d5a4b097c63975a748bad0.png

I did dabble with ninja ripper and I can confirm the top and bottom teeth are a separate model from the main body, so maybe the other meshes are still in there.

Edited by MorgothZE0ne
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image.png.7b3195720bf73dc43676016d67b38e4a.png

 so according to a friend a person spoke with another person who managed to make a tool to get into these files with a tool they were making and were able to get this in the image above.

  sadly from what i was informed who ever was making the tool went silent, and since both these games run on the CloakNT engine (or at least similar versions), so it's possible to get into the contents if the .mesh files.

Edited by MorgothZE0ne
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also (and for the life of me I shouldn't have bothered with a new topic for this, but alas mistakes were made, so here's some copypasta or whatever term is appropriate for this) some assets from Cabela's Dangerous Hunts 2011 and Jurassic: the Hunted are encrypted in .XDS or .P3S files, depending on the console they were ported (not sure if the encryption is the same for both just named differently), but as far as i can tell there isn't anything that says how to decrypt them reliebly. https://drive.google.com/file/d/19FfGnsF3hWKM0MC5MZkxXjaQp1-P7W-v/view so here's a link for anyone who want's to figure out. 

Cabela's Dangerous Hunts 2013 assets weren't put behind any other encryption since it was the PC port I have, I guess?

 

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  • Engineer

Bones data from the .msh has to be checked; 7 floats before bonename are supposed to be position plus quaternion (rotation).

So I could try to create an smd file. Maybe.

(first 8  bones):

# 2ef9a 04 00 00 00  B4 BA 4F 40  00 00 00 00  

0.000127 1.016400 -0.550177 0.000000 -0.000000 0.707107 0.707107 
# CATRigpelvis
6D 54 66 A9  -1.000000 
AF 64 1D 1E  1.000000 
6D 54 66 A9  -0.000000 
0.000000 
 AF 64 1D 9E 1.000000 -1.016400 0.000127 0.550177 
0.000000 0.000000 0.000000 0.500000 

# 2f00f 04 00 00 00  53 31 15 F8  B4 BA 4F 40  

-0.101513 1.040830 -0.692897 -0.140118 -0.107063 -0.749963 0.637543 
# CATRigLBLeg1
33 5C 17 BE  0.986269 
62 D6 96 3D  -0.926264 
D3 17 28 BE  0.339249 
0.346681 
 50 12 94 BC 0.937809 1.189292 0.258451 0.304182 
0.000000 0.000000 0.000000 0.500000 

# 2f084 04 00 00 00  E9 60 1C 61  53 31 15 F8  

-0.165957 0.636991 -0.541749 0.291222 0.213430 -0.641378 0.676957 
# CATRigLBLeg2
A0 76 B0 3D  0.992682 
75 43 AD BD  -0.744060 
6C 98 FA 3B  -0.668069 
-0.662533 
 E8 CE F6 3D 0.739275 0.129333 0.225159 0.812015 
0.000000 0.000000 0.000000 0.500000 

# 2f0f9 04 00 00 00  23 34 51 5B  8E DC 59 91  

0.000127 1.076571 0.380558 0.502648 -0.502648 0.497338 0.497338 
# CATRigchest
65 8F 1C 26  -1.000000 
18 51 66 29  -0.010620 
67 54 66 A9  -0.999944 
0.999944 
 00 00 A0 1B -0.010620 -0.369103 0.000127 1.080552 
0.000000 0.000000 0.000000 0.500000 

# 2f16d 04 00 00 00  BB 79 8B D1  23 34 51 5B  

0.000127 1.035626 0.733624 0.486115 -0.486115 0.513510 0.513510 
# CATRigneck1
22 0B 0F 33  -1.000000 
FE C6 95 30  0.054768 
E0 48 4A 30  -0.998499 
0.998499 
 CB 15 0F 33 0.054768 -0.789242 0.000127 0.993893 
0.000000 0.000000 0.000000 0.500000 

# 2f1e1 04 00 00 00  01 28 82 48  BB 79 8B D1  

0.000127 1.044092 0.887960 0.478097 -0.478097 0.520983 0.520983 
# CATRigneck2
64 D4 0E 33  -1.000000 
B9 CA 11 31  0.085692 
7E 4C 4A 30  -0.996322 
0.996322 
 CA 15 0F 33 0.085692 -0.974164 0.000127 0.964160 
0.000000 0.000000 0.000000 0.500000 

# 2f255 04 00 00 00  03 DB D0 3E  7C 1A 96 B8  

0.000127 0.889452 1.140390 0.647366 -0.647366 0.284461 0.284461 
# CATRigmouth
55 C7 1B 29  -1.000000 
30 A9 29 29  -0.676328 
66 54 66 A9  -0.736600 
0.736600 
 00 00 00 9D -0.676328 -0.238449 0.000127 1.426449 
0.000000 0.000000 0.000000 0.500000 

# 2f2c9 04 00 00 00  44 97 12 63  7C 1A 96 B8  

0.120557 1.103012 1.139455 0.236943 0.121208 0.439079 0.858124 
# CATRigLear
FB C4 15 3F  -0.696129 
AE 0A D5 3E  0.811007 
F4 8B 00 3F  -0.300213 
0.000050 
 19 5A 03 3F 0.858333 -0.965137 -1.054585 -0.697056 
0.000000 0.000000 0.000000 0.500000 

 

Edited by shak-otay
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13 hours ago, shak-otay said:

Bones data from the .msh has to be checked; 7 floats before bonename are supposed to be position plus quaternion (rotation).

So I could try to create an smd file. Maybe.

(first 8  bones):

# 2ef9a 04 00 00 00  B4 BA 4F 40  00 00 00 00  

0.000127 1.016400 -0.550177 0.000000 -0.000000 0.707107 0.707107 
# CATRigpelvis
6D 54 66 A9  -1.000000 
AF 64 1D 1E  1.000000 
6D 54 66 A9  -0.000000 
0.000000 
 AF 64 1D 9E 1.000000 -1.016400 0.000127 0.550177 
0.000000 0.000000 0.000000 0.500000 

# 2f00f 04 00 00 00  53 31 15 F8  B4 BA 4F 40  

-0.101513 1.040830 -0.692897 -0.140118 -0.107063 -0.749963 0.637543 
# CATRigLBLeg1
33 5C 17 BE  0.986269 
62 D6 96 3D  -0.926264 
D3 17 28 BE  0.339249 
0.346681 
 50 12 94 BC 0.937809 1.189292 0.258451 0.304182 
0.000000 0.000000 0.000000 0.500000 

# 2f084 04 00 00 00  E9 60 1C 61  53 31 15 F8  

-0.165957 0.636991 -0.541749 0.291222 0.213430 -0.641378 0.676957 
# CATRigLBLeg2
A0 76 B0 3D  0.992682 
75 43 AD BD  -0.744060 
6C 98 FA 3B  -0.668069 
-0.662533 
 E8 CE F6 3D 0.739275 0.129333 0.225159 0.812015 
0.000000 0.000000 0.000000 0.500000 

# 2f0f9 04 00 00 00  23 34 51 5B  8E DC 59 91  

0.000127 1.076571 0.380558 0.502648 -0.502648 0.497338 0.497338 
# CATRigchest
65 8F 1C 26  -1.000000 
18 51 66 29  -0.010620 
67 54 66 A9  -0.999944 
0.999944 
 00 00 A0 1B -0.010620 -0.369103 0.000127 1.080552 
0.000000 0.000000 0.000000 0.500000 

# 2f16d 04 00 00 00  BB 79 8B D1  23 34 51 5B  

0.000127 1.035626 0.733624 0.486115 -0.486115 0.513510 0.513510 
# CATRigneck1
22 0B 0F 33  -1.000000 
FE C6 95 30  0.054768 
E0 48 4A 30  -0.998499 
0.998499 
 CB 15 0F 33 0.054768 -0.789242 0.000127 0.993893 
0.000000 0.000000 0.000000 0.500000 

# 2f1e1 04 00 00 00  01 28 82 48  BB 79 8B D1  

0.000127 1.044092 0.887960 0.478097 -0.478097 0.520983 0.520983 
# CATRigneck2
64 D4 0E 33  -1.000000 
B9 CA 11 31  0.085692 
7E 4C 4A 30  -0.996322 
0.996322 
 CA 15 0F 33 0.085692 -0.974164 0.000127 0.964160 
0.000000 0.000000 0.000000 0.500000 

# 2f255 04 00 00 00  03 DB D0 3E  7C 1A 96 B8  

0.000127 0.889452 1.140390 0.647366 -0.647366 0.284461 0.284461 
# CATRigmouth
55 C7 1B 29  -1.000000 
30 A9 29 29  -0.676328 
66 54 66 A9  -0.736600 
0.736600 
 00 00 00 9D -0.676328 -0.238449 0.000127 1.426449 
0.000000 0.000000 0.000000 0.500000 

# 2f2c9 04 00 00 00  44 97 12 63  7C 1A 96 B8  

0.120557 1.103012 1.139455 0.236943 0.121208 0.439079 0.858124 
# CATRigLear
FB C4 15 3F  -0.696129 
AE 0A D5 3E  0.811007 
F4 8B 00 3F  -0.300213 
0.000050 
 19 5A 03 3F 0.858333 -0.965137 -1.054585 -0.697056 
0.000000 0.000000 0.000000 0.500000 

 

if you can then may I inquire if this would this lead to a potential tool to covert all the files? there is also the matter of the .XDS and .P3S encryptions for the console ports for other games that use the CloakNT engine, as according to some xml and cxm files, they seem to also have .msh files, for example:

       />
        <resource
            id = "3"
            name = "models\actors\hands\meshes\hands.msh"
            nameCrc = "168774155"
            blockStart = "111066"
            blockOffset = "9768"
            size = "0"
        />

so I'm curios if the same methods would apply to other games like Jurassic the Hunted (2009) or Cabela's Dangerous Hunts 2011, or if there are differences as all three games were released at different times, thus there maybe differences in the CloakNT engine over time.

Edited by MorgothZE0ne
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  • Engineer
5 hours ago, MorgothZE0ne said:

if you can then may I inquire if this would this lead to a potential tool to covert all the files?

My primary interest is not to provide tools, sorry. I would like to help people to help themselves instead.

(So my next "tool" will be hscript with commands like rfloat {count] which will read count floats from binary 3D data.)

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ah okay, I guess tool was the wrong word for it, as I was thinking like a Blender import script or something of the sort (which still counts as a tool... well ain't I dumb), again I'm not very code savvy so me building a script on my own would be... a nightmare (for lack of a better word), so most I can do is provide samples for people smarter than myself to figure out what to do with them in regards to exporting game assets. Also is there a way you can determine what P3S and XDS files are? idk if it's a unique encryption and if there's a way to unpack them https://drive.google.com/file/d/19FfGnsF3hWKM0MC5MZkxXjaQp1-P7W-v/view

 

Edited by MorgothZE0ne
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