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 Post subject: Help Macross 30 MLD
PostPosted: Thu Jul 10, 2014 5:11 am 
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I can not open this with conventional tools, the format seems similar to Valkyria Chronicles also dynasty warriors 7, any help would be appreciated thanks


Here is a sample https://dl.dropboxusercontent.com/u/128 ... s%2030.rar The extension is "MLD" but the header is HLDM.


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 Post subject: Re: Help Macross 30 MLD
PostPosted: Thu Jul 10, 2014 4:16 pm 
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since there are too many submeshes I made a tool:
http://www.uploadmb.com/dw.php?id=1405005143



There were some smaller submeshes which seemed to have a vertex block size of 24 instead of 28.
Those are excluded (depending on the threshold of 54 vertices (lower right editbox value)).

Interestingly teb61_01.dds seems to be used for several models:
Image


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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: Help Macross 30 MLD
PostPosted: Thu Jul 10, 2014 11:30 pm 
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I have had a beta tool for this for quite some time, but don't intend to finish it because all veritech models are in like 200 little pieces that are randomly placed all over the place. Maybe someone can figure out how the animation data to see how the data transformed. Kind of lost interest in this one.


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 Post subject: Re: Help Macross 30 MLD
PostPosted: Thu Jul 10, 2014 11:35 pm 
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That is amazing, The models being in pieces is an easy fix. it takes a lot of time, but it is so worth it, once I have the model in blender I join it all and subdivide
it into the pieces it once was, it takes me a very long time, but the end result is worth it.


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 Post subject: Re: Help Macross 30 MLD
PostPosted: Thu Jul 10, 2014 11:39 pm 
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this is how bad it is lol

Image

source code for shakotay if he wants to complete it:


it extracts i believe all models and most textures, but misses out on a few non-square morton textures.


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Last edited by howfie on Thu Jul 10, 2014 11:41 pm, edited 1 time in total.

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 Post subject: Re: Help Macross 30 MLD
PostPosted: Thu Jul 10, 2014 11:41 pm 
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Didn't see that coming. Uh, okay with a lot more patience than a saint someone could put that back together again. But that's really strange, the script for the koing extracted it almost perfectly, it was just grouped weird.


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 Post subject: Re: Help Macross 30 MLD
PostPosted: Thu Jul 10, 2014 11:44 pm 
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i tried shakotay's script on data/ms/000/gb_000.obj and it output a blank obj.

anyways, if you have already used offzip, i recommend using my ripper to extract the archives at least as it puts stuff in actual folders.


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 Post subject: Re: Help Macross 30 MLD
PostPosted: Thu Jul 10, 2014 11:49 pm 
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shakotay's script worked on the konig (ms/b61) fine here, the model came intact but sadly on what else I tried it hasn't.


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 Post subject: Re: Help Macross 30 MLD
PostPosted: Thu Jul 10, 2014 11:49 pm 
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Yes it was very useful, now every thing is in folders and ready to go. you spoke about a script you had that converted the files of last frontier into obj's in bulk ? but the links are all dead.
A picture of the koing loaded into blender.
Image


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 Post subject: Re: Help Macross 30 MLD
PostPosted: Thu Jul 10, 2014 11:55 pm 
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I'm very sorry I don't have The Last Frontier ripper anymore.


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 Post subject: Re: Help Macross 30 MLD
PostPosted: Fri Jul 11, 2014 12:28 am 
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howfie wrote:
I'm very sorry I don't have The Last Frontier ripper anymore.


You're a GOOD man Howfie and to prove I'm not a bad guy here's the source you gave me two years ago

https://www.dropbox.com/s/iri98z9x96jbu ... ontier.cpp


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 Post subject: Re: Help Macross 30 MLD
PostPosted: Fri Jul 11, 2014 12:38 am 
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sorry i couldn't complete this... after i ran into those nasty veritech meshes, i gave up on this. if shakotay wants to try and solve the problems with these meshes, i posted my source code. hopefully it will save him some time.


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 Post subject: Re: Help Macross 30 MLD
PostPosted: Fri Jul 11, 2014 12:41 am 
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howfie wrote:
sorry i couldn't complete this... after i ran into those nasty veritech meshes, i gave up on this. if shakotay wants to try and solve the problems with these meshes, i posted my source code. hopefully it will save him some time.

That was that coding script we talked about, but hey it's what happens.


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 Post subject: Re: Help Macross 30 MLD
PostPosted: Fri Jul 11, 2014 12:42 am 
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Oh that's fine howfie. was just a question. it seems your new ripper is even better any ways!
the models are in pieces but still, reconstructing them just takes time.


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 Post subject: Re: Help Macross 30 MLD
PostPosted: Fri Jul 11, 2014 1:40 am 
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Vajra work fine also with Howfie's.... but oh man the Valks lol, so messy.

Wonder why it comes up like that, I mean both the Konig and to a lesser extent Vajra also transform ingame if it's an issue to how the game handles that.


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