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 Post subject: Legend of Edda
PostPosted: Thu Mar 01, 2012 11:24 pm 
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ultra-veteran
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Joined: Mon Aug 11, 2008 11:30 pm
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Legend of Edda archive is .pak but I tried both signsrch and offzip but could not get anywhere :)

The game has quite simple models, but look at them! They have so much cuteness that its just plain cool

Image

Image

Archive with 2 .pak
http://www.2shared.com/file/coeMmyWc/Graphic.html

actually I get this in signsrch:

padding used in hashing
libavcodec ff_mjpeg_val_ac_luminance
libavcodec ff_mjpeg_val_ac_chrominance
DMC compression [32.le.16&]

You can make the ads go away by registering



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 Post subject: Re: Legend of Edda
PostPosted: Fri Mar 02, 2012 4:40 am 
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ummm well looking files I get this files.

*anm (animations)
*chx & mod (think models)
*dds (textures)

ImageImage
ImageImage
ImageImage

Legend of Edda 2D-3D Samples


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 Post subject: Re: Legend of Edda
PostPosted: Fri Mar 02, 2012 4:50 am 
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advanced

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Luna 2 (Luna Plus) You can try

http://www.progamercity.net/game-files/2747-dev-luna-2-pak-packer-extractor.html


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 Post subject: Re: Legend of Edda
PostPosted: Sun Jan 12, 2014 3:09 am 
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ultra-veteran
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sorry for necro but could someone upload the script from progamer?


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 Post subject: Re: Legend of Edda
PostPosted: Mon Jan 21, 2019 11:50 pm 
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hi im spanish member
Legend of Edda is same luna online reborn

I started a little while ago I start to analyze this structure

.chx is load from client. it only contains data of models and animation that the client will load
.anm most likely bone structure and animation
.mod model, bone information, collision and other things that have not been found out

try my script

Image

Code:
/* READ FIXING STRING */
FUNCTION RFS FSTREAM NCHAR =
(
   TXT = ""
   NULL = FALSE
   FOR I = 1 TO NCHAR DO
   (
      CHR = READBYTE FSTREAM #UNSIGNED
      IF CHR == 0 THEN
      (
         NULL = TRUE
      )
      IF NULL == TRUE THEN
      (
         CONTINUE
      )
      TXT += BIT.INTASCHAR(CHR)
   )
   RETURN TXT
)
/* READ MATRIX 4X4 */
FUNCTION READ_MTX44 FSTREAM =
(
   M11 = READFLOAT FSTREAM; M12 = READFLOAT FSTREAM; M13 = READFLOAT FSTREAM;M14 = READFLOAT FSTREAM
   M21 = READFLOAT FSTREAM; M22 = READFLOAT FSTREAM; M23 = READFLOAT FSTREAM;M24 = READFLOAT FSTREAM
   M31 = READFLOAT FSTREAM; M32 = READFLOAT FSTREAM; M33 = READFLOAT FSTREAM;M34 = READFLOAT FSTREAM
   M41 = READFLOAT FSTREAM; M42 = READFLOAT FSTREAM; M43 = READFLOAT FSTREAM;M44 = READFLOAT FSTREAM
   MTX = MATRIX3 [M11, M12, M13] [M21, M22, M23] [M31, M32, M33] ([M41, M42, M43])
   RETURN MTX
)
/* READ NODE INFO */
FUNCTION READ_NODE F =
(
   N_ANGLE = READFLOAT F
   N_POSITION = [READFLOAT F,READFLOAT F,READFLOAT F]
   N_AXIS = [READFLOAT F,READFLOAT F,READFLOAT F]
   N_SCALE = [READFLOAT F,READFLOAT F,READFLOAT F]
   N_SCALEAXIS = [READFLOAT F,READFLOAT F,READFLOAT F]
   N_SCALEANGLE = READFLOAT F
   N_MTX = READ_MTX44 F
   N_MTXINVERSE = READ_MTX44 F
)
/* READ BASE INFO */
FUNCTION READ_BASE F =
(
   INDEX = READLONG F
   READ_NODE F
   CHILDNUM = READLONG F
   PARENTINDEX = READLONG F
   OBJNAME = RFS F 128
   FOR K = 1 TO CHILDNUM DO
   (
      CHILDID = READLONG F
   )
)
/* READ COLLITION INFO */
FUNCTION READ_COL F =
(
   /* BOUNDING BOX */
   BBOX1 = [READFLOAT F,READFLOAT F,READFLOAT F]
   BBOX2 = [READFLOAT F,READFLOAT F,READFLOAT F]
   BBOX3 = [READFLOAT F,READFLOAT F,READFLOAT F]
   BBOX4 = [READFLOAT F,READFLOAT F,READFLOAT F]
   BBOX5 = [READFLOAT F,READFLOAT F,READFLOAT F]
   BBOX6 = [READFLOAT F,READFLOAT F,READFLOAT F]
   BBOX7 = [READFLOAT F,READFLOAT F,READFLOAT F]
   BBOX8 = [READFLOAT F,READFLOAT F,READFLOAT F]
   /* BOUNDING SPHERE */
   BS_POINT = [READFLOAT F,READFLOAT F,READFLOAT F]
   BS_UNK = READFLOAT F
   /* BOUNDING CYLINDER */
   BC_POINT = [READFLOAT F,READFLOAT F,READFLOAT F]
   BC_UNK1 = READFLOAT F
   BC_UNK2 = READFLOAT F
   /* DATA INFO */
   COL_INDEX = READLONG F
   COL_NAME = RFS F 128
)
/* READ MESH INFO */
VERT = #()
TVERT = #()
FACE = #()
FUNCTION READ_MESH F VER =
(
   FREE VERT;FREE TVERT;FREE FACE
   MAXVERTNUM = READLONG F
   VERTNUM = READLONG F
   OVERTNUM = READLONG F
   EVERTNUM = READLONG F
   TVERTNUM = READLONG F
   MTLINDEX = READLONG F
   FACEGROUP = READLONG F
   FLAG = READLONG F
   GRIDINDEX = READLONG F
   DIR = [READFLOAT F,READFLOAT F,READFLOAT F]
   /* VERTEX */
   FOR K = 1 TO VERTNUM DO
   (
      APPEND VERT [READFLOAT F,READFLOAT F,READFLOAT F]
   )
   /* TEXTURE VERTEX */
   FOR K = 1 TO TVERTNUM DO
   (
      APPEND TVERT [READFLOAT F,-READFLOAT F,0.0]
   )
   /* UNK */
   FOR K = 1 TO EVERTNUM DO
   (
      READLONG F
   )
   /* READ FACES */
   FOR K = 1 TO FACEGROUP DO
   (
      MTLINDEX = READLONG F
      INDEX = READLONG F
      FACENUM = READLONG F
      MAXFACENUM = READLONG F
      VERTINDEXNUM = READLONG F
      LIGHTUV1 = READLONG F
      LIGHTUV2 = READLONG F
      FOR J = 1 TO FACENUM DO
      (
         APPEND FACE [READSHORT F + 1,READSHORT F + 1,READSHORT F + 1]
      )
      FOR J = 1 TO LIGHTUV1 DO
      (
         [READSHORT F,READSHORT F]
      )
      FOR J = 1 TO LIGHTUV2 DO
      (
         [READSHORT F,READSHORT F]
      )
   )
   /* PHYSIQUE BONE */
   IF(VER == 0X00000002) THEN
   (
      -- HEADER
      PVERT = READLONG F
      PBONES = READLONG F
      PBONES2 = READLONG F
      FOR K = 1 TO PVERT DO
      (
         PBONES_NUM = READBYTE F
         PBONES_ID = READLONG F
      )
      FOR K = 1 TO PBONES DO
      (
         B_ID = READLONG F
         B_WEIGHT = READFLOAT F
         B_OFFSET = [READFLOAT F,READFLOAT F,READFLOAT F]
         B_NORMAL = [READFLOAT F,READFLOAT F,READFLOAT F]
         B_TAGEN = [READFLOAT F,READFLOAT F,READFLOAT F]
      )
   )
   /* NORMAL VERTEX */
   IF(FLAG == 0X00000000) THEN -- NEED FIX
   (
      -- HEADER
      PL_NUM = READLONG F
      PL_WIDTH = READLONG F
      PL_HEIGHT = READLONG F
      FOR K = 1 TO PL_NUM DO
      (

      )
   )
   ELSE
   (
      IF(FLAG != 0X00000030) THEN
      (
         FOR K = 1 TO TVERTNUM DO
         (
            [READFLOAT F,READFLOAT F,READFLOAT F]
         )
      )
   )
   MSH = MESH VERTICES:VERT FACES:FACE TVERTS:TVERT
   BUILDTVFACES MSH
   FOR I = 1 TO MSH.NUMFACES DO
   (
      SETTVFACE MSH I (GETFACE MSH I)
   )
)
/* READ MOD FILE INFO */
FUNCTION READ_MOD F =
(
   -- MOD HEADER
   VERSION   = READLONG F
   OBJNUM      = READLONG F
   MTLNUM      = READLONG F
   MSHNUM   = READLONG F
   LGTNUM      = READLONG F
   CAMNUM   = READLONG F
   BONENUM   = READLONG F
   FORMAT "DATA: VER:% [%][%][%][%][%][%]\n" VERSION OBJNUM MTLNUM MSHNUM LGTNUM CAMNUM BONENUM
   -- READ MTL
   IF(MTLNUM >= 1) THEN
   (
      FOR K = 1 TO MTLNUM DO
      (
         FORMAT "MATERIAL #%\n" K
         MTL_TYPE = READLONG F
         MTL_SIZE = READLONG F
         IF(MTL_TYPE == 0X00F00000) THEN
         (
            TEX_NUM = READLONG F
            TEX_DIFFUSE = READLONG F
            TEX_AMBIENT = READLONG F
            TEX_SPECULAR = READLONG F
            TEX_TRANSPARENCI = READFLOAT F
            TEX_SHINE = READFLOAT F
            TEX_SHINESTRENG = READFLOAT F
            FOR K = 1 TO 10 DO
            (
               TEX_NAME = RFS F 128
               IF(TEX_NAME != "") THEN
               (
                  FORMAT "TEXTURE:%\n" TEX_NAME
               )
            )
            TEX_MTL = RFS F 128
            TEX_INDEX = READLONG F
            TEX_FLAG = READLONG F
         )
      )   
   )   
   -- READ OBJ
   IF(OBJNUM >= 1) THEN
   (
      FOR K = 1 TO OBJNUM DO
      (
         --FORMAT "OBJECT #%\n" K
         MSH_TYPE = READLONG F
         MSH_SIZE = READLONG F
         --FORMAT "TYPE:%\n" (BIT.INTASHEX(MSH_TYPE))
         IF(MSH_TYPE == 0XF4000000) THEN
         (
            READ_BASE F
            READ_MESH F VERSION
         )
         ELSE IF(MSH_TYPE == 0XF5000000) THEN
         (
            READ_BASE F
            READ_COL F
         )
         ELSE
         (
            FORMAT "NEW TYPE FOUND [%]\n" (BIT.INTASHEX(MSH_TYPE))
         )
      )
   )
)
-- START OPEN FILE
FILE = GETOPENFILENAME CAPTION:"IMPORT MODEL" TYPES:"LUNA PLUS MOD|*.mod"
IF(FILE != UNDEFINED) THEN
(
   CLEARLISTENER()
   F   = FOPEN FILE "rb"
   READ_MOD F
   FCLOSE F
)




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