Yesterday at 01:30 AM1 day Hi, is anyone able to extract the UFC 3, 4, 5, Octagon or even the arenas 3D model? Been seeing many 3D models of the fighters extracted but no discussion of the octagon or arena. Thanks.
Yesterday at 12:32 PM1 day Upload files or something, without clay you can't make bricks... otherwise they'll close this thread and you'll be left without the square or octagon or arena...Thanks.
22 hours ago22 hr Author Here's the UFC 3 (would like the higher games but I am not sure how to unpack those) Stage folder I tried to unpack, but to no success. I'm not sure if this is the folder with the Arena or octagon, but if this isn't it I have the other files. stage.7z
14 hours ago14 hr Supporter I think i got it. Now it should unpack compressed textures.############################## get BaseFileName basename get FileExtension extension get FileSize asize endian big get ResourceCount uint32 getdstring Dummy 0x8 get TOCOffset uint32 goto TOCOffset for i = 0 < ResourceCount getdstring ResourceName 0x10 getdstring ResourceType 0x4 get ResourceSize uint32 get ResourceOffset uint32 getdstring Dummy 0x4 savepos cPos if ResourceType == "tex" goto ResourceOffset savepos ResourceBaseOffset get TexResourceCount uint32 getdstring Dummy 0x8 get TexTOCOffset uint32 for j = 0 < TexResourceCount getdstring ResourceName 0x10 getdstring ResourceType 0x4 get TexResourceSize uint32 get TexResourceOffset uint32 getdstring Dummy 0x4 savepos EndOfInfo math TexResourceOffset + ResourceBaseOffset math TexResourceSize - 16 goto TexResourceOffset getdstring Dummy 0x4 endian little get DecompressedSize uint32 getdstring Dummy 0x8 savepos Offset endian big goto EndOfInfo string Name p "%s/%s.%s" BaseFileName ResourceName ResourceType clog Name Offset TexResourceSize DecompressedSize next j goto cPos else string Name p "%s/%s.%s" BaseFileName ResourceName ResourceType log Name ResourceOffset ResourceSize endif next i Got something.So mesh format is something like this. I will try to write noesis script.//------------------------------------------------ //--- 010 Editor v14.0 Binary Template // // File: // Authors: // Version: // Purpose: // Category: // File Mask: // ID Bytes: // History: //------------------------------------------------ BigEndian();OutputPaneClear(); local uint32 i,j,k,l; char Sign[4]; uint32 Unknown_0; uint32 Unknown_1; uint32 Unknown_2; uint32 Unknown_3; uint32 Unknown_4; uint32 ShapeCount; uint32 ShapeDefOffset; // + 8 uint32 TransformCount; uint32 UnknownDef0Count; uint32 TransformDefOffset; // + 8 uint32 UnknownDef0Offset; // + 8 uint32 UnknownDef1Offset; // + 8 uint32 UnknownDef1Count; uint32 Unknown_5; uint32 Unknown_6; uint32 Unknown_7; uint32 Unknown_8; uint32 TextureCount; uint32 TextureDefOffset; // + 8 FSeek(ShapeDefOffset + 8); struct { uint32 ElementCount; uint32 Unknown_0; uint32 Unknown_1; uint32 TransformIndex; byte FF[76]; uint32 Unknown_2; uint32 Unknown_3; uint32 Unknown_4; uint32 ElementBufferOffset; // + 8 // Vertices / Normals / Colors // Stride 28 uint32 Unknown0BufferOffset; // + 8 uint32 UnitVectorBufferOffset; // + 8 // Unit Vectors // Stride 16 // 2 UV Sets // Local / World uint32 Unknown1BufferOffset; // + 8 uint32 TextureIndex; char Type[16]; uint32 Unknown_6; uint32 Unknown_7; uint32 MaterialDefCount; uint32 MaterialDefOffset; // + 8 uint32 IndexBufferOffset; // + 8 uint32 ElementCount_t; uint32 Unknown_8; float BBoxX,BBoxY,BBoxZ,Radius; }ShapeDefinition[ShapeCount]<optimize=false>; FSeek(TransformDefOffset + 8); struct { char MeshName[16]; float Matrix4x4[16]; }TransformDefinition[TransformCount]; FSeek(UnknownDef0Offset + 8); struct { char Name[16]; }Unknown0Definition[UnknownDef0Count]; FSeek(UnknownDef1Offset + 8); struct { char Name[16]; uint32 Unknown_0; uint32 Unknown_1; uint32 Unknown_2; uint32 Unknown_3; }Unknown1Definition[UnknownDef1Count]; FSeek(TextureDefOffset + 8); struct { char TextureName[16]; }TextureDefinition[TextureCount];Some progress....Noesis script. If anything went wrong just let me know. Some textures are missing from scene, maybe in another file.# Script by h3x3r from inc_noesis import * import noesis import rapi import os def registerNoesisTypes(): handle = noesis.register("UFC 3 - Mesh", ".ymx") noesis.setHandlerTypeCheck(handle, noepyCheckType) noesis.setHandlerLoadModel(handle, noepyLoadModel) noesis.logPopup() return 1 def noepyCheckType(data): bs = NoeBitStream(data, NOE_BIGENDIAN) if len(data) < 20: return 0 if bs.readUInt() != 0x4A424F59: return 0 return 1 def noepyLoadModel(data, mdlList): bs = NoeBitStream(data, NOE_BIGENDIAN) baseName = rapi.getExtensionlessName(rapi.getLocalFileName(rapi.getInputName())) ctx = rapi.rpgCreateContext() rapi.rpgSetOption(noesis.RPGOPT_BIGENDIAN, 1) Underline = "_" TextureNameList = [] MeshNameList = [] TransformList = [] # Base Info bs.read(24) ShapeCount = bs.readUInt() ShapeDefOffset = bs.readUInt() + 8 TransformCount = bs.readUInt() bs.read(4) TransformDefOffset = bs.readUInt() + 8 bs.read(28) TextureCount = bs.readUInt() TextureDefOffset = bs.readUInt() + 8 # Texture Definition bs.seek(TextureDefOffset, NOESEEK_ABS) for i in range(0, TextureCount): CurPos = bs.tell() TextureNameList.append(bs.readString()) bs.seek(CurPos) bs.read(16) # Transform Definition bs.seek(TransformDefOffset, NOESEEK_ABS) for i in range(0, TransformCount): CurPos = bs.tell() MeshNameList.append(bs.readString()) bs.seek(CurPos) bs.read(16) TransformBytes = bs.read(64) TransformList.append(TransformBytes) # Shape Definition bs.seek(ShapeDefOffset, NOESEEK_ABS) for j in range(0, ShapeCount): ShapeNum = "{:04d}".format(j) ElementCount = bs.readUInt() bs.read(8) TransformIndex = bs.readUInt() - 1 bs.read(88) ElementBufferOffset = bs.readUInt() + 8 bs.read(4) UnitVectorBufferOffset = bs.readUInt() + 8 bs.read(4) TextureIndex = bs.readUInt() bs.read(32) IndexBufferOffset = bs.readUInt() + 8 bs.read(24) EndOfInfo = bs.tell() bs.seek(ElementBufferOffset, NOESEEK_ABS) bs.read(4) ElementBuffer = bs.read(ElementCount * 28) bs.seek(UnitVectorBufferOffset, NOESEEK_ABS) UnitVectorBuffer = bs.read(ElementCount * 16) bs.seek(IndexBufferOffset, NOESEEK_ABS) bs.read(8) IndexCountOffset = bs.readUInt() bs.seek(IndexCountOffset, NOESEEK_ABS) IndexCount = bs.readUInt() bs.read(4) IndexBuffer = bs.read(IndexCount * 2) rapi.rpgBindPositionBufferOfs(ElementBuffer, noesis.RPGEODATA_FLOAT, 28, 0) rapi.rpgBindNormalBufferOfs(ElementBuffer, noesis.RPGEODATA_FLOAT, 28, 12) rapi.rpgBindUV1BufferOfs(UnitVectorBuffer, noesis.RPGEODATA_FLOAT, 16, 0) rapi.rpgBindUV2BufferOfs(UnitVectorBuffer, noesis.RPGEODATA_FLOAT, 16, 8) rapi.rpgSetName(baseName + Underline + MeshNameList[TransformIndex] + Underline + ShapeNum) rapi.rpgSetMaterial(TextureNameList[TextureIndex]) rapi.rpgCommitTriangles(IndexBuffer, noesis.RPGEODATA_USHORT, IndexCount, noesis.RPGEO_TRIANGLE_STRIP) bs.seek(EndOfInfo, NOESEEK_ABS) mdl = rapi.rpgConstructModel() mdlList.append(mdl) return 1 Edited 2 hours ago2 hr by h3x3r
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