MorgothZE0ne Posted November 22 Share Posted November 22 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 Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted November 22 Engineer Share Posted November 22 Using hex2obj, here's one sub mesh only: Link to comment Share on other sites More sharing options...
MorgothZE0ne Posted November 22 Author Share Posted November 22 hmmm... is that the same for all of them or just one of them? Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted November 22 Engineer Share Posted November 22 (edited) 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 November 22 by shak-otay Link to comment Share on other sites More sharing options...
MorgothZE0ne Posted November 22 Author Share Posted November 22 (edited) 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 model 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 this 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 November 25 by MorgothZE0ne Link to comment Share on other sites More sharing options...
MorgothZE0ne Posted Thursday at 09:26 AM Author Share Posted Thursday at 09:26 AM (edited) 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 Thursday at 09:38 AM by MorgothZE0ne Link to comment Share on other sites More sharing options...
MorgothZE0ne Posted Thursday at 09:35 AM Author Share Posted Thursday at 09:35 AM 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? Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted Thursday at 02:10 PM Engineer Share Posted Thursday at 02:10 PM (edited) 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 Thursday at 03:33 PM by shak-otay Link to comment Share on other sites More sharing options...
MorgothZE0ne Posted Friday at 03:54 AM Author Share Posted Friday at 03:54 AM (edited) 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 Friday at 03:56 AM by MorgothZE0ne Link to comment Share on other sites More sharing options...
Engineer shak-otay Posted Friday at 09:17 AM Engineer Share Posted Friday at 09:17 AM 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.) Link to comment Share on other sites More sharing options...
MorgothZE0ne Posted Friday at 06:42 PM Author Share Posted Friday at 06:42 PM (edited) 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 Friday at 07:08 PM by MorgothZE0ne Link to comment Share on other sites More sharing options...
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