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 Post subject: Re: Webgl extraction anyone?
PostPosted: Sun Jul 12, 2015 8:51 pm 
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Quote:
Talking about Dragon's Crown Sorceress?


I was actually talking about one uploaded in a completely different thread :P (Hacking too early in the am)
I have since responded in the correct place: viewtopic.php?f=16&t=10668&p=107586#p107586
Derp.


shakotay2 wrote:
nope. I even can't figure out which .mm3 file you're talking about. :)


I was talking about the one: http://www.3dcg-arts.net/system/cache/p ... olygon.mm3

I'll try to find the point cloud you mention and compare it to the file I'm reversing.

Thanks!


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 Post subject: Re: Webgl extraction anyone?
PostPosted: Sat Jul 25, 2015 11:29 pm 
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Has anyone figured out how to convert the .mview files files? There are some really good models on the artstation site.


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 Post subject: Re: Webgl extraction anyone?
PostPosted: Mon Jul 27, 2015 6:53 pm 
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So there is no way to extract models from sketchfab atm as the script is no longer working?


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 Post subject: Re: Webgl extraction anyone?
PostPosted: Thu Jul 30, 2015 6:28 pm 
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Anyone know how to convert a .bin file to .obj? Dropbox link to the .bin file if that helps any.

I'd greatly appreciate it if anyone can help me out here. Might even Paypal a few dollars to the winner. Just name a fair price. :D

https://www.dropbox.com/s/p2ubh0991zcei0h/Export_5.bin.gz?dl=0


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 Post subject: Re: Webgl extraction anyone?
PostPosted: Thu Jul 30, 2015 9:14 pm 
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GamingNoob wrote:
Anyone know how to convert a .bin file to .obj?
using hex2obj (view link in my sig):
(some fiddeling required to get all submeshes, though)
Quote:
Might even Paypal a few dollars to the winner.
read the board rules, plz


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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: Webgl extraction anyone?
PostPosted: Thu Jul 30, 2015 9:25 pm 
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shakotay2 wrote:
read the board rules, plz


Apologies @shakotay2. I should have known better.

I did look at using hex2obj, but trying to read the .bin file using a hex editor is over my head. So, I figured I would ask someone if they would help me out with the conversion. Any possibility you can help me out here? It would be greatly appreciated.

Thanks.


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 Post subject: Re: Webgl extraction anyone?
PostPosted: Thu Jul 30, 2015 10:15 pm 
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GamingNoob wrote:
I did look at using hex2obj, but trying to read the .bin file using a hex editor is over my head.
read/understand the tutorial (tut button in hex2obj)
Quote:
Any possibility you can help me out here? It would be greatly appreciated.
I'm too busy, sry.
You could try out to get point clouds:

0xC00 isn't the correct face indices start address for that submesh. Search for 00 00 01 00 02 00.
One of the belonging addresses might be the correct one.
(edit: it's 0x3CB0A, 15909 face indices)


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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: Webgl extraction anyone?
PostPosted: Sun Aug 02, 2015 11:17 am 
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Jaydenthetank wrote:
Has anyone figured out how to convert the .mview files files? There are some really good models on the artstation site.


Yeah I saw this awesome mortar dwarf and wanted to get this model, so I stumbled on the mview file
haven't looked at it yet though...

T.

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 Post subject: Re: Webgl extraction anyone?
PostPosted: Sun Aug 02, 2015 11:35 am 
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So first thing I found is this:
models are seperated by this

model/mset -> if you search for it you will find that their are multiple available
the you have an int that is always zero ( in the file I'm looking at )
then you find 2x the size of the next block.
this block holds uShorts for the faces and floats for the vertices.

the block ends with the name of the material and that block starts with image/jpeg

So far so good :)

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 Post subject: Re: Webgl extraction anyone?
PostPosted: Sun Aug 02, 2015 12:33 pm 
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in the file there is a json serializable object,
starting with scene.json.sig, an int (zero) then 2x the size ( int, int) and then some data
in there you will find the necessary verices, indices, properties for light settings etc
then another json obj scene.json application/json
same scenarion....

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 Post subject: Re: Webgl extraction anyone?
PostPosted: Sun Aug 02, 2015 12:42 pm 
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So basically when you do this on the object:

Code:
// sketchfab
            var file = @"d:\downloads\dwarfstand.mview";

            using (BinaryReader br = new BinaryReader(File.Open(file, FileMode.Open)))
            {
                while (br.BaseStream.Position < br.BaseStream.Length)
                {
                    var str1 = br.ReadStringZeroEnded();
                    var str2 = br.ReadStringZeroEnded();
                    var zero = br.ReadUInt32();
                    var len = br.ReadUInt32();
                    var len2 = br.ReadUInt32();

                    br.SkipBytes((int)len);
                    Console.Write(str1 + " : " );
                    Console.WriteLine(str2);
                    Console.WriteLine(len);
                }
                br.Close();
            }

            Console.ReadKey();


ps: ReadStringZeroEnded() and SkipBytes() are two extension methods I wrote, so you will need to use something different if you want to copy the code


you will end up with :

Code:
thumbnail.jpg : image/jpeg
17178
sky.dat : image/derp
1150164
mesh0.dat : model/mset
164
mesh1.dat : model/mset
432
mesh2.dat : model/mset
164
mesh3.dat : model/mset
236176
mesh4.dat : model/mset
103672
mesh5.dat : model/mset
233672
mesh6.dat : model/mset
364
mat0_c.jpg : image/jpeg
2085
mat0_r.jpg : image/jpeg
632
mat0_n.jpg : image/jpeg
635
mat0_a.jpg : image/jpeg
631
mat0_g.jpg : image/jpeg
630
mat0_s.jpg : image/jpeg
1297
mat1_c.jpg : image/jpeg
334021
mat1_n.jpg : image/jpeg
635
mat2_c.jpg : image/jpeg
396716
mat3_c.jpg : image/jpeg
353699
mat4_c.jpg : image/jpeg
29182
mat4_a.jpg : image/jpeg
24719
mat5_c.jpg : image/jpeg
7901
mat5_a.jpg : image/jpeg
631
mat5_s.jpg : image/jpeg
9317
mat6_c.jpg : image/jpeg
7119
mat6_a.jpg : image/jpeg
630
scene.json.sig : application/json
930
scene.json : application/json
6590


Let see if I write out these bytes to the names of the files :)


EDIT: DAMN, that acually worked!!
So all textures and a thumbnail are packed in the mview file. It is more like a packed file, but not zipped nor encrypted :)

T.

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 Post subject: Re: Webgl extraction anyone?
PostPosted: Mon Aug 03, 2015 8:55 am 
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TaylorMouse wrote:
So basically when you do this on the object:

Code:
// sketchfab
            var file = @"d:\downloads\dwarfstand.mview";

            using (BinaryReader br = new BinaryReader(File.Open(file, FileMode.Open)))
            {
                while (br.BaseStream.Position < br.BaseStream.Length)
                {
                    var str1 = br.ReadStringZeroEnded();
                    var str2 = br.ReadStringZeroEnded();
                    var zero = br.ReadUInt32();
                    var len = br.ReadUInt32();
                    var len2 = br.ReadUInt32();

                    br.SkipBytes((int)len);
                    Console.Write(str1 + " : " );
                    Console.WriteLine(str2);
                    Console.WriteLine(len);
                }
                br.Close();
            }

            Console.ReadKey();


ps: ReadStringZeroEnded() and SkipBytes() are two extension methods I wrote, so you will need to use something different if you want to copy the code


you will end up with :

Code:
thumbnail.jpg : image/jpeg
17178
sky.dat : image/derp
1150164
mesh0.dat : model/mset
164
mesh1.dat : model/mset
432
mesh2.dat : model/mset
164
mesh3.dat : model/mset
236176
mesh4.dat : model/mset
103672
mesh5.dat : model/mset
233672
mesh6.dat : model/mset
364
mat0_c.jpg : image/jpeg
2085
mat0_r.jpg : image/jpeg
632
mat0_n.jpg : image/jpeg
635
mat0_a.jpg : image/jpeg
631
mat0_g.jpg : image/jpeg
630
mat0_s.jpg : image/jpeg
1297
mat1_c.jpg : image/jpeg
334021
mat1_n.jpg : image/jpeg
635
mat2_c.jpg : image/jpeg
396716
mat3_c.jpg : image/jpeg
353699
mat4_c.jpg : image/jpeg
29182
mat4_a.jpg : image/jpeg
24719
mat5_c.jpg : image/jpeg
7901
mat5_a.jpg : image/jpeg
631
mat5_s.jpg : image/jpeg
9317
mat6_c.jpg : image/jpeg
7119
mat6_a.jpg : image/jpeg
630
scene.json.sig : application/json
930
scene.json : application/json
6590


Let see if I write out these bytes to the names of the files :)


EDIT: DAMN, that acually worked!!
So all textures and a thumbnail are packed in the mview file. It is more like a packed file, but not zipped nor encrypted :)

T.

Oh my! Does this mean you found out how to get the models?
If you could dumb it down a bit that would be great, eg, what program is that code for. And why is there sketchfab commented out at the top.
But thanks so much for helping out :)


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 Post subject: Re: Webgl extraction anyone?
PostPosted: Mon Aug 03, 2015 9:21 am 
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Yeah that is wrong ( -> sketchfab, I first thought it was for that)

Here is a new thread I started for this, with models :)

viewtopic.php?f=16&t=13138

T.

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 Post subject: Re: Webgl extraction anyone?
PostPosted: Sat Aug 08, 2015 5:38 am 
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Does that mean sketchfab is dead now?


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 Post subject: Re: Webgl extraction anyone?
PostPosted: Sat Aug 08, 2015 6:10 am 
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eriger777 wrote:
Does that mean sketchfab is dead now?

No, don't the comments above explain how to open the bin file?


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