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 Post subject: Shadow Of Mordor .arch05
PostPosted: Wed Oct 01, 2014 11:55 pm 
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I could not help my self from taking a quick look on the files after my first minutes on this MAGNIFICENT game.

I don't know the engine that the game was built on, so i have no idea if there is a similar storage theme on the archives.

What i've found so far:

Some bundlexmls are defined at the start of any archive which contain data about the rest of the files in the archive, so i guess these have to be parsed first and i'll try to do that tomorrow. These xml files are zlib compressed.

I'm attaching 2 sample xmls i managed to decompress.

https://www.dropbox.com/s/sygk3ov82wm1d ... xml05?dl=0
https://www.dropbox.com/s/uew0m4r8twavk ... xml05?dl=0

There are also some .embb files which contain some names in there, have not checked it yet how they are used.

I'm excited to be honest, because i can clearly see some .mat some .mesh some .skel files which i'll investigate tomorrow.


-----------------------------------
.arch05 Explorer v0.2

Image


Latest Version Download Link
https://bitbucket.org/gregkwaste/.arch0 ... r_v0.2a.7z

Repository
https://bitbucket.org/gregkwaste/.arch05_explorer/

ChangeLog v0.2:
-64 bit application, handles tha largest archives
-Fixed Naming Issues in embb
-Added embb file export support


Last edited by gregkwaste on Sun Oct 12, 2014 9:04 am, edited 3 times in total.

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 Post subject: Re: Shadow Of Mordor .arch05
PostPosted: Thu Oct 02, 2014 1:37 am 
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those are not complete files.
use the - 1 command with offzip so it does not separate them into zlib chunks
then look for <?xml and the closing xml tags to dump the file.
then post that


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 Post subject: Re: Shadow Of Mordor .arch05
PostPosted: Thu Oct 02, 2014 8:54 am 
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chrrox wrote:
those are not complete files.
use the - 1 command with offzip so it does not separate them into zlib chunks
then look for <?xml and the closing xml tags to dump the file.
then post that


You are right, i did not notice that yet, the files are indeed incomplete but there are no issues with the unzlibing. The output sizes are exactly as written in the file. There are probably more chunks for the file somewhere later in the archive. I'll make my search :)


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 Post subject: Re: Shadow Of Mordor .arch05
PostPosted: Thu Oct 02, 2014 9:59 am 
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I think i got them :D

Those are some bundle xmls from the monsters.arch05

https://www.dropbox.com/s/bxxuux59byz5t ... xml05?dl=0
https://www.dropbox.com/s/sygk3ov82wm1d ... xml05?dl=0
https://www.dropbox.com/s/z1nych3wz759i ... xml05?dl=0


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 Post subject: Re: Shadow Of Mordor .arch05
PostPosted: Thu Oct 02, 2014 5:50 pm 
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Ok after fixing the decompression issues, i managed to get the contents of the archives.

It seems like the archives contain other typeof containers. embb files.

Maybe someone has seen them before, i haven't.

Anyway embb files contain the actual raw files of the game.
I wrote a simple embb explorer in GTK python just to get a graphical view of the structure and i was able to get some files that i was most intersted in.

I've shared some orc files here :P

https://www.dropbox.com/sh/7d9mhhbu8crq ... hWPFa?dl=0


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 Post subject: Re: Shadow Of Mordor .arch05
PostPosted: Fri Oct 03, 2014 5:23 pm 
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Hi,

can anyone tell something about the "MMSH" mesh format they use?


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 Post subject: Re: Shadow Of Mordor .arch05
PostPosted: Fri Oct 03, 2014 9:25 pm 
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Any hope for packing and repacking textures? Would love to at least swap out some of the UI textures as I'm using a ps3 controller.
It's really awesome you've already been able to retrieve some raw files ^-^


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 Post subject: Re: Shadow Of Mordor .arch05
PostPosted: Fri Oct 03, 2014 11:56 pm 
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Hy.
Please upload your embb explorer.
Sorry my bad english.


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 Post subject: Re: Shadow Of Mordor .arch05
PostPosted: Sat Oct 04, 2014 6:28 am 
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nice armor - point cloud ok, but some corrections required for the obj (grouping/erasing of faces):

You'll need this update 0.22c of hex2obj to enter a face indices count >65535:
http://www.uploadmb.com/dw.php?id=1410093768 (exe only, for full 0.22 archive view link in my sig)

or simply use 65535 here.


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extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

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 Post subject: Re: Shadow Of Mordor .arch05
PostPosted: Sat Oct 04, 2014 10:30 am 
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Excellent job shotokay :D I'm planning to take a closer look to MMSH format because i am REALLY interested in the game characters (which i have not yet found xD). If anyone has played the game, you can really understand what i am talking about.

As for the embb explorer i'll definitely upload it as long as i finish it , i'll try to add the arch05 file explorer in it as well, because right now it only works from command line and an embb explorer is useless without an arch05 explorer. Unless there is another way to get the embb's which i don't know yet :P


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 Post subject: Re: Shadow Of Mordor .arch05
PostPosted: Sat Oct 04, 2014 12:36 pm 
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gregkwaste wrote:
Excellent job shotokay :D I'm planning to take a closer look to MMSH format
yes, it's me, the chocotail. :D
The uvs are to be found at offset 8 of the 60 bytes vertex stride. They're using Word (uint16):


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"you can't always get things served on a silver tray"
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

"We are Microsoft. You will be assimilated. Resistance is Futile."


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 Post subject: Re: Shadow Of Mordor .arch05
PostPosted: Sat Oct 04, 2014 5:33 pm 
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shakotay2 wrote:
gregkwaste wrote:
Excellent job shotokay :D I'm planning to take a closer look to MMSH format
yes, it's me, the chocotail. :D
The uvs are to be found at offset 8 of the 60 bytes vertex stride. They're using Word (uint16):


hahahahahh
sorry mate i always read shotokay, i don't know why xD

Anyway since you've found your way in the geometry offsets and stuff, i'll try to find and share a full character model :)


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 Post subject: Re: Shadow Of Mordor .arch05
PostPosted: Sat Oct 04, 2014 6:45 pm 
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Sorry for the intrusion, but are you guys unpacking the "bndxml05"s with offzip?
I was trying to use aluigi's "bndl_4.bms" script with quickbms to extract those, without any success whatsoever of course.

I'm eager to find me some textures, but I can't get past the "bndxml05"s. Because I'm a n00b and such.


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 Post subject: Re: Shadow Of Mordor .arch05
PostPosted: Sat Oct 04, 2014 9:06 pm 
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passburger wrote:
Sorry for the intrusion, but are you guys unpacking the "bndxml05"s with offzip?
I was trying to use aluigi's "bndl_4.bms" script with quickbms to extract those, without any success whatsoever of course.

I'm eager to find me some textures, but I can't get past the "bndxml05"s. Because I'm a n00b and such.



I did not use offzip, i don't even know what it is xD. I wrote my explorer in python using the zlib package available which does the trick :)

I'll try to share some .tex files as well. I think these are the texture files so you can work on them :)


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 Post subject: Re: Shadow Of Mordor .arch05
PostPosted: Sun Oct 05, 2014 11:02 am 
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gregkwaste wrote:
passburger wrote:
Sorry for the intrusion, but are you guys unpacking the "bndxml05"s with offzip?
I was trying to use aluigi's "bndl_4.bms" script with quickbms to extract those, without any success whatsoever of course.

I'm eager to find me some textures, but I can't get past the "bndxml05"s. Because I'm a n00b and such.



I did not use offzip, i don't even know what it is xD. I wrote my explorer in python using the zlib package available which does the trick :)

I'll try to share some .tex files as well. I think these are the texture files so you can work on them :)

Can you upload your explorer?
Have you found the configuration or database files of the game? For example quests, parameters of characters, etc to mod the game ?


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