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 Post subject: Re: Shining Resonance .MLX
PostPosted: Thu Apr 16, 2015 10:13 am 
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thx guys! :)
Will use these samples asap.

edit: there's some caveats with the mesh_infotable (absolute counts vertex/faceIndices at column 4 and 5, col. 3: relative FI count)
Code:
    x     x  2612     0     0     0 63040     0
    x     x  3213  1410  2612     0 63064     0
    x     x  1661  2963  5825  1553 63112     0
    x     x   494  3753  7486  2343 63148     0  ex. submesh 2: v 790 (3753-2963), fi 1661 (7486-5825)
    x     x   561  4004  7980  2594 63184     0
    x     x   870  4315  8541  2905 63204     0
    x     x   853  4721  9411  3311 63248     0
    x     x   746  5169 10264  3759 63264     0
    x     x    64  5530 11010  4120 63304     0
    x     x   275  5564 11074  4154 63324     0
    x     x    86  5700 11349  4290 63348     0
    x     x   197  5740 11435  4330 63388     0
    x     x   221  5836 11632  4426 63412     0
    x     x   553  5955 11853  4545 63452     0
    x     x  1951  6231 12406  4821 63488     0
    x     x   845  7040 14357  5630 63532     0
    x     x   484  7379 15202  5969 63576     0
    x     x   818  7586 15686  6176 63608     0
    x     x   711  7924 16504  6514 63644     0
    x     x   146  8522 17733     0 63688     0 18: 598 1229, 337 verts?
    x     x    95  8603 17879    81 63736     0
    x     x    64  8657 17974   135 63764     0
    x     x   115  8689 18038   167 63792     0
    x     x   181  8738 18153   216 63808     0
    x     x    99  8829 18334   307 63824     0
    x     x    59  8870 18433   348 63864     0
!!! following counts BELOW previous counts
    x     x   518  8261 17215     0 63868     0
    x     x    37  8897 18492     0 63916     0 26: 636 1277, 261 verts?
    x     x   674  8925 18529     0 63920     0
    x     x   952  9221 19203     0 63924     0
    x     x    22  9638 20155     0 63928     0
    x     x    46  9656 20177     0 63932     0
    x     x    62  9864 20559     0 63936     0 31: 208 382, 96 verts?
    x     x    61  9904 20621     0 63940     0
!!! following counts BELOW previous counts
    x     x    31  9692 20223     0 63944     0
    x     x   183  9710 20254     0 63948     0
    x     x   122  9806 20437     0 63952     0
    x     x    10  9944 20682     0 63956     0 36: 138 245, 58 verts?
    x     x   126  9951 20692     0 63960     0
    x     x   125 10019 20818     0 63964     0
    x     x   239 10087 20943     0 63968     0
    x     x    74 10207 21182     0 63972     0
  213     x     x     x     x     x   211     x
    x     x     x     x     x     x     x     x
As a consequence for SD124A the submeshes 18, 25, 26, 31, 33 and 36 are missing - 25 and 33 because of negative counts.


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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: Shining Resonance .MLX
PostPosted: Thu Apr 16, 2015 4:29 pm 
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Image
Part3: How to create and import the obj files
-------

start Make_H2O.exe and load *.MLX.
H2O files should be created (some with errors).

In hex2obj_0.23b load the model *.MLX then choose File "SaveAs Mmesh" (multi mesh)
to create obj files from all contained submeshes.

After hex2obj processed the H2O files there should exist the same amount of obj files
in the MLX folder named from *_0.obj to *_xx.obj

(to be honest: there will be less obj files because of some problems explained in the above post)

When executing load_multi_obj_blender2.69.py in a blender Text Editor window make sure
to have set "path_to_obj_dir" to YOUR MLX directory.

Also be sure that there are no obj files in a maybe contained subdirectory.
(they would be loaded, too)


- only 3 MLX files tested -

If you experience problems with Make_H2O
or even a crash feel free to upload the MLX causing this.


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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: Shining Resonance .MLX
PostPosted: Thu Apr 16, 2015 6:38 pm 
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shakotay2 wrote:
Image
Part3: How to create and import the obj files


Thank!!
but hair error
Image
files
http://www.mediafire.com/download/vw8f3 ... DL0114.zip
model is
Image


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 Post subject: Re: Shining Resonance .MLX
PostPosted: Thu Apr 16, 2015 6:56 pm 
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shakotay2 wrote:

error obj
http://www.mediafire.com/download/odxur ... SD007F.MLX


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 Post subject: Re: Shining Resonance .MLX
PostPosted: Thu Apr 16, 2015 8:53 pm 
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wordhg wrote:
Thank!!
but hair error

In the DL0114*_0.H2O change the vertex count from 4801 to 3057 (as supposed by hex2obj when clicking the go1 button)
0x12240 9478
Vb1
76 40
0x2a400 3057
021000
0x0 255

Sadly there will be superfluous triangles. Dunno why.
-------------
For DL0124 try the appended H2O files.

(That's a problem caused when the last H2O contains negative counts:)
Code:
    x     x   329  8275 17455     0 53680     0 _22: 164 340; 96 verts? -> ignore this submesh
    ------------------------------------------------
    x     x   215  8179 17240     0 53692     0 _23: negative counts



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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: Shining Resonance .MLX
PostPosted: Thu Apr 16, 2015 11:58 pm 
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Uhm, whenever I try to rip these models they seem to come out all messed up, like this. I followed the instructions you gave and tested it on a couple other models but this seems to be the result every time...


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 Post subject: Re: Shining Resonance .MLX
PostPosted: Fri Apr 17, 2015 12:58 am 
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I wanted to get back to this but have not had time. Here is an early beta noesis plugin.


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 Post subject: Re: Shining Resonance .MLX
PostPosted: Fri Apr 17, 2015 1:43 am 
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120 ok

Image
126 ok

Image

105 error

106 ok

Image

107 ok

Image
108 error

109 ok

Image


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 Post subject: Re: Shining Resonance .MLX
PostPosted: Fri Apr 17, 2015 12:35 pm 
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shakotay2 wrote:
wordhg wrote:
Thank!!
but hair error

In the DL0114*_0.H2O change the vertex count from 4801 to 3057 (as supposed by hex2obj when clicking the go1 button)
0x12240 9478
Vb1
76 40
0x2a400 3057
021000
0x0 255

Sadly there will be superfluous triangles. Dunno why.


Look forward to your correction


and new two error

105

Image

108 error

two files in
http://www.mediafire.com/download/5hodo ... 05_108.zip


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 Post subject: Re: Shining Resonance .MLX
PostPosted: Fri Apr 17, 2015 3:13 pm 
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chrrox wrote:
you need to decrypt the file table first.
then the quickbms script will work on it.

Image


Image

Thank chrrox and shakotay2, but all my mlx files extracted turn out to be like this, these broken models make my heart broken.
I don't know what's wrong with my process :( , could someone pack and upload all the mlx files for share please? the pack won't be too big, just near 200MB within 7z. format :] Thanks in advance!


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 Post subject: Re: Shining Resonance .MLX
PostPosted: Fri Apr 17, 2015 8:47 pm 
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wordhg wrote:
Look forward to your correction
for Dl0114, hair, use
*_0.H2O:
0x12240 6277
Vb1
76 40
0x2a400 3057
021000
0x0 255

Quote:
and new two error

105
for DL0105 use
*_9.H2O (right leg)
0x168a0 1130
Vb1
76 40
0x7010c 554
021000
0x0 255

*_12.H2O (front hair)
0x17f18 342
Vb1
76 40
0x8ae54 201
021000
0x0 255

Quote:
108 error
I'll see what I can do. Will require a second parsing pass.
Imagetoo tired to repair her left foot, sry.
Here's the H2O files:


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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: Shining Resonance .MLX
PostPosted: Sat Apr 18, 2015 1:31 am 
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lovemarin wrote:
chrrox wrote:
you need to decrypt the file table first.
then the quickbms script will work on it.

Image


Image

Thank chrrox and shakotay2, but all my mlx files extracted turn out to be like this, these broken models make my heart broken.
I don't know what's wrong with my process :( , could someone pack and upload all the mlx files for share please? the pack won't be too big, just near 200MB within 7z. format :] Thanks in advance!


there are several copies of each costume just keep loading them till you find the one that is complete..


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 Post subject: Re: Shining Resonance .MLX
PostPosted: Sat Apr 18, 2015 3:08 am 
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chrrox wrote:
lovemarin wrote:

Image

Thank chrrox and shakotay2, but all my mlx files extracted turn out to be like this, these broken models make my heart broken.
I don't know what's wrong with my process :( , could someone pack and upload all the mlx files for share please? the pack won't be too big, just near 200MB within 7z. format :] Thanks in advance!


there are several copies of each costume just keep loading them till you find the one that is complete..


Thank you for reminding. I tried but most models still remain incomplete. Maybe I need to try another game version, so which version is recommended for extraction, chinese or japanese version? [roll]


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 Post subject: Re: Shining Resonance .MLX
PostPosted: Sat Apr 18, 2015 5:10 am 
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I'm having the same problem with the Noesis script as lovemarin is. >~<


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 Post subject: Re: Shining Resonance .MLX
PostPosted: Sat Apr 18, 2015 9:30 am 
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lovemarin wrote:
chrrox wrote:
lovemarin wrote:

Image

Thank chrrox and shakotay2, but all my mlx files extracted turn out to be like this, these broken models make my heart broken.
I don't know what's wrong with my process :( , could someone pack and upload all the mlx files for share please? the pack won't be too big, just near 200MB within 7z. format :] Thanks in advance!


there are several copies of each costume just keep loading them till you find the o
Thank you for reminding. I tried but most models still remain incomplete. Maybe I need to try another game version, so which version is recommended for extraction, chinese or japanese version? [roll]


Two versions are the same circumstances
The fact is that all of our team shared DLC release
Chinese version is wordhg
Japanese version is 萌魂


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