SeriousNorbo Posted Monday at 06:56 AM Posted Monday at 06:56 AM Hello, I'm wondering if anyone could help in recovering models and character animations from a 2005 PC game Creature Conflict. Assets were exported from main data pack using QuickBMS script from this topic: https://www.zenhax.com/viewtopic.php@t=3992.html Some information i got about the models so far: The .LWO is a mesh with or without rigging, while .LWS is a single animation. These are not typical Lightwave files, they lack any headers. Rigged character meshes seem to have "_xsi" in the name which made me thought they may be Autodesk Softimage files, but i couldn't get them imported into Softimage as XSI or as Lightwave. Using Model Researcher i was able to determine Vertex block starts at 0x120 in each .LWO file, but i wasn't succesfull at finding polygons or rigging. I attached a few character and weapon models, along with animations for one of the characters and one weapon, plus exported textures for UV map research. CreatureConflictModels.rar
Engineers shak-otay Posted Monday at 01:17 PM Engineers Posted Monday at 01:17 PM (edited) Yeah, the DWord face indices totally don't fit but I have a déjà vue of this picture, maybe on former Xentax? edit: correct vertex start is 0x144 Edited Monday at 04:32 PM by shak-otay 1
SeriousNorbo Posted Monday at 03:18 PM Author Posted Monday at 03:18 PM (edited) Hmm... I never heard about this game being mentioned on Xentax or on any other reverse engineering forum (it's quite obscure game), aside from Zenhax topic I made years ago, i may be mistaken. So is polygon data recoverable from those files? or did it got lost during decompilation with quickBMS? If it helps i can upload the original archive before decompilation I see the edit now, so luckily no data got lost during conversion. Awesome! Edited Monday at 05:15 PM by SeriousNorbo
SeriousNorbo Posted Thursday at 11:44 PM Author Posted Thursday at 11:44 PM I was able to make some blender script that can import meshes, but i wasn't succesfull at getting UVs so far, i'm not sure where's the issue
Engineers shak-otay Posted yesterday at 10:26 AM Engineers Posted yesterday at 10:26 AM (edited) My best bet: edit: fail, at 0x1d934 there's only a copy of the mesh Edited yesterday at 01:05 PM by shak-otay 1
Members Karpati Posted yesterday at 11:22 AM Members Posted yesterday at 11:22 AM (edited) My first try on this .lwo format. Edited yesterday at 11:24 AM by Karpati 1
SeriousNorbo Posted 55 minutes ago Author Posted 55 minutes ago Yes! that's how the mesh was meant to look like! (eyes are missing since they're in separate files) Awesome results! Now, can bone structure be recovered from those files? I didn't got that that part yet but i assume assets like "barrel.lwo" or "wpn_brd_biobazooka.lwo" will either have no bones, or a single bone in center to not be empty, they don't have moving parts in-game. That guinea pig and wpn_brd_biostrike_saurus_xsi.lwo are fully animated in gameplay.
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