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Gameloft's BDAE files

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SickAlice, posted Thu May 25, 2017 9:12 pm (23524)


I've had some models so far come out a scrambled mess but otherwise good success with Noesis.
100% success with Ultimate Unwrap 3d. However it's an expensive program to go full and be able to export.
The bdae plugin is free off their site though if anyone wants to study it as well the demo free.

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SickAlice, posted Tue Jul 25, 2017 8:13 pm (25016)


Making a note for scripters here. Some models from Unlimited come out broken when using the traditional methods of extraction. I assume this is the case with other games that use the format. Note on that is the ones that do are ones that would have more than one object pieces to the model and the ones that come out fine are all one piece vertice seamed to vertice. Hope this helps narrow research down.

Examples that come out broken are characters with web-wings. Captain Spider (Flash), classic Spider-woman, All New Spider-man. Symbiotes or characters that have tongues (Venom, Anti-Venom, Demogoblin). Characters with a costume piece like Demon-Spider's mask ties, the space suits helmet, anything with unwelded mechanical arms. So on.
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Big4Rig, posted Sun Aug 27, 2017 10:33 pm (25972)


I can't figure out the face indices on some of these models from more recent updates. I can get a point cloud (with some inverted normals) and UV's, but that's it.

Mesh_MJIron.bdae: http://puu.sh/xl3Wq.png
Mesh_Batty_Brant.bdae: http://puu.sh/xl4Q3.png

Here are the bdae files: http://puu.sh/xl4To.zip
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SickAlice, posted Tue Aug 29, 2017 6:25 am (26015)


Those are among the list of ones that break using the conventional method (Noesis). Not sure how to get around that until a coder steps up and fixes the script. They can be opened with Ultimate Unwrap3d Pro using the provided plugin however cannot be exported unless one buys the program.
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Acewell, posted Wed Aug 30, 2017 3:19 am (26042)


Big4Rig wrote:
I can't figure out the face indices on some of these models from more recent updates...
Mesh_Batty_Brant.bdae: http://puu.sh/xl4Q3.png

i skipped the first 12 vertices and indices in Mesh_Batty_Brant.bdae and it looks good to me :D
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the indices reset at 0x266a0, i didn't check to see what mesh the first 12 made :P
guess you can't read some in a single array, this is why i can't update my script, too many variations of this format. :(



edit
Mesh_MJIron.bdae
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the indices reset at 0x18148, a new submesh should start there.

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SickAlice, posted Sun Sep 03, 2017 4:26 am (26192)


Kewl. I have to take some time and try and learn that program again. I had problems grasping it before for whatever reason. Also been trying to research just screencapping Unwrap. Not sure why but that one and the various 3d grabbing programs don't play nice together.
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dionyseuss, posted Fri Sep 08, 2017 2:59 pm (26369)


I've been trying to do the same thing with the .pig files in Gameloft's Six Gun.

Have not had much luck so far. Do I need to do something different with these files?


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dionyseuss, posted Fri Sep 08, 2017 3:00 pm (26370)


Here's the example .pig in case anyone has time to take a look.

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coredevel, posted Fri Sep 08, 2017 5:41 pm (26371)


dionyseuss wrote:
I've been trying to do the same thing with the .pig files in Gameloft's Six Gun.
Have not had much luck so far. Do I need to do something different with these files?


Tbe vertex stream for .pig files is LZ4 compressed, so I don't think you're gonna see anything recognizable. You can try searching for Gameloft Pig Importer by Chipicao for import scripts.
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dionyseuss, posted Fri Sep 08, 2017 7:30 pm (26372)


I tried the PIG2FBX command line converter and the max script.

Neither one of these work for me.
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zimex25, posted Sun Sep 17, 2017 3:03 pm (26573)


I hope works with Asphalt Storm :)
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datkofguy, posted Sun Oct 22, 2017 9:59 pm (27610)


Ok so I figured out how to get the ones from spiderman that dont load in noesis to load.
Just open in a hex editor and delete the chunks till before "BRESpy"

and resave, it should load then.
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SickAlice, posted Mon Nov 06, 2017 10:14 am (29806)


You rock!
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ForgedInception, posted Fri Mar 23, 2018 1:38 pm (33514)


Acewell wrote:
here is a Noesis python script to open your bdae samples :D
fmt_SpiderManUnlimited_bdae.zip
supports geometry and UVs


How to use this for Gangster Vegas .bdae files ?
It gives following error.

Example File :- https://mega.nz/#!hSpQFAYA!BAEovrS4OJeI ... EnFgj477Fk
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longpinkytoes, posted Sun Jun 03, 2018 3:13 am (35531)


Dungeon Hunter 4 is a pretty addictive little game, and i picked it up for free from the m$ store.
i notice most of this thread is specifically about extracting .obj character assets,
i'm interested in character/weapon models, level streaming, all texture files, and gameplay equations.
the wiki, and enough game time will reverse engineer the equations, but how about levels and textures?

i found the game files, and they all have a blender icon even though blender only knows .dae not .bdae
is there a hex2obj blender plugin for .bdae files, like there is a gamebryo plugin for .nif files?
i followed the link to Extracting Simple models on the Xentax forums and have downloaded hex2obj.
i tried to rtfm in advance but the faq link is how to bb not how to .bdae, is there an intro tutorial somewhere?

thanks ^_^;
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LordKiriYT, posted Wed Oct 31, 2018 9:03 pm (40009)


Here is a sample of the 3 different compression or format. https://drive.google.com/open?id=1khEGm ... ZlCJ49OcjK First one works perfectly in noesis, 2nd one needs to be edited in Hex Editor (delete everything before BRES), and 3rd one doesn't open with anything and if it does, pieces of the mesh is missing. Hopefully someone can be able to extract these models with bones cause theres over 200 spiderman models.
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coredevel, posted Sun Nov 04, 2018 9:17 pm (40114)


That's because they're zip files. Rename your last two files as .zip and unzip them.
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LordKiriYT, posted Mon Nov 05, 2018 2:55 pm (40140)


coredevel wrote:
That's because they're zip files. Rename your last two files as .zip and unzip them.


as I said, the 3rd one pieces of the mesh is missing even with your zip method.
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SickAlice, posted Sat Feb 09, 2019 3:36 am (43296)


Working away on getting these archived on DA. Some things of note are UU3d cannot retain the bones on saving? Also though UU3d can be used to get all the information about a specific model strait away, the counts and positions and such which I figure should be useful for the previous program discussed here.
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coredevel, posted Tue Feb 19, 2019 1:03 pm (45013)


Car Legends Tycoon in uu3d.

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zimex25, posted Tue Feb 18, 2020 3:50 pm (54094)


coredevel wrote:
Car Legends Tycoon in uu3d.

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Can you explain how to export from Over City? :?
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coredevel, posted Sun Feb 23, 2020 3:14 pm (54189)


zimex25 wrote:
Can you explain how to export from Over City? :?

I believe it's called Car Tycoon Overdrive City, and no, I don't have that app. This post was made over a year ago.
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zimex25, posted Thu Feb 27, 2020 8:57 pm (54298)


coredevel wrote:
zimex25 wrote:
Can you explain how to export from Over City? :?

I believe it's called Car Tycoon Overdrive City, and no, I don't have that app. This post was made over a year ago.

Here is samples from last version: https://mega.nz/#!T511lZCI!M8C5INO1y0Fm ... CnmHszR9Fo
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coredevel, posted Fri Feb 28, 2020 11:50 pm (54325)


Overdrive City is a new game, so it doesn't load into uu3d, but give it a few days, i'm sure they'll support it.
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