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 Post subject: Seven Knights Android (.nxm)
PostPosted: Sun Jun 29, 2014 12:30 pm 
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Can someone make noesis or max script for the new android game by netmarble?they use .nxm format for the models.
i am trying using hex2obj but my knowledge for hex editor too low (sadly) :roll:

a reply will be appreciated!
thank you :D


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 Post subject: Re: Seven Knights Android (.nxm)
PostPosted: Thu Feb 26, 2015 9:09 am 
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the same problem about exactor the model

the nexus game developer team make the model files .nxm the motion files .nxa


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 Post subject: Re: Seven Knights Android (.nxm)
PostPosted: Thu Feb 26, 2015 2:48 pm 
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you may check what's wrong with the uvs:

(Guess I took too many face indices/vertices.)

hmm, 0x3E8: 21 05 00 00 -> 1313 (dec.)

(0x3FC: 8C 3D 00 00= 15756 (dec.) = 12x1313, size of vertex data block,
0xEF9D: 02 13 00 00= 4866 (dec.), face indices count


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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
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: Seven Knights Android (.nxm)
PostPosted: Fri Feb 27, 2015 5:15 am 
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shakotay2 wrote:
you may check what's wrong with the uvs:

(Guess I took too many face indices/vertices.)

hmm, 0x3E8: 21 05 00 00 -> 1313 (dec.)

(0x3FC: 8C 3D 00 00= 15756 (dec.) = 12x1313, size of vertex data block,
0xEF9D: 02 13 00 00= 4866 (dec.), face indices count


i re import the model maybe the uv is right could you try it again´╝č
http://pan.baidu.com/s/1pJOFi9X


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 Post subject: Re: Seven Knights Android (.nxm)
PostPosted: Fri Feb 27, 2015 12:43 pm 
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shakotay2 wrote:
you may check what's wrong with the uvs:
-- snip --
(Guess I took too many face indices/vertices.)


I think it's more likely that the model just uses multiple material IDs.
There's clearly another texture referenced inside the mesh file: c_0011_evan_02.png


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 Post subject: Re: Seven Knights Android (.nxm)
PostPosted: Sat Feb 28, 2015 9:31 am 
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barti wrote:
I think it's more likely that the model just uses multiple material IDs.
yeah, but where to search for them?
There's a table of maybe 1313 words at 0x6ABC but seems creating submeshes is easier than analyzing:


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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
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: Seven Knights Android (.nxm)
PostPosted: Sun Mar 01, 2015 9:56 am 
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shakotay2 wrote:
barti wrote:
I think it's more likely that the model just uses multiple material IDs.
yeah, but where to search for them?
There's a table of maybe 1313 words at 0x6ABC but seems creating submeshes is easier than analyzing:


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 Post subject: Re: Seven Knights Android (.nxm)
PostPosted: Sun Mar 01, 2015 11:50 am 
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the arrow hinting to the face indices is marking the border of the upper body submesh.
The submesh name is submesh_0.


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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
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: Seven Knights Android (.nxm)
PostPosted: Mon May 18, 2015 6:15 pm 
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Due to a user's request I've checked another model (c_0216):


You'll have to find the correct border between submeshes for yourself.
(remember that hex2obj creates submeshes every 500 faces. But the real borders are different, maybe stored in the format.)

It's not too hard for this model. In c_0216_export_0.obj comment out g submesh_ 1 to 5 by a #
and insert no 1 here:
f 2145/2145 2154/2154 2146/2146
f 2149/2149 2153/2153 2150/2150
g submesh_1
f 573/573 574/574 575/575
f 575/575 576/576 573/573


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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
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: Seven Knights Android (.nxm)
PostPosted: Sun Nov 04, 2018 11:17 am 
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As I remembered me being a member of most secret "Riders of dead horses" club :D I feel obliged to do another contribution to this thread (though not sure whether h_7308_export.nxm belongs to this game):

Interesting thing: you can interpret data being sequential, too:

0x14E69 6408
Vb0
0x56B6
0x406 1762
020000
0x0 255

Or, it's 'seq' and all sequential formats can be exported with 'VB' (where a vertex block of 3 floats isn't really a combined vertex block, as I wrote here: viewtopic.php?f=29&t=10894&p=143658&hilit=+combined#p143658)


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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip


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