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 Post subject: Re: Skyforge .bin
PostPosted: Mon Mar 27, 2017 6:04 pm 
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don't know, i don't have or play the game, but if it isn't "geometry.bin" then it likely won't open with the script

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 Post subject: Re: Skyforge .bin
PostPosted: Tue Mar 28, 2017 11:58 am 
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parttimegamer15 wrote:
AceWell wrote:
yeah upload some that don't work so i can test before updating the script.

Ace, sorry for the delay in replying. I tried again today but I think I am not even getting the basics right...The bin file I am trying to export is under the following folder...Not sure this is the path I should be using (I can't see anything starting with geometry.bin or anything that sounds like mesh file...
Image

all the materiallayer.bin files are packed textures. as Ace said his plugin for noesis opens geometry.bin files. if you're missing the geometry.bin file then something might have went wrong during the unpacking process. for which armor are you missing the geometry.bin file?


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 Post subject: Re: Skyforge .bin
PostPosted: Tue May 16, 2017 1:07 am 
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https://habrahabr.ru/company/mailru/blog/248873/ Here is a description of the device models.


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 Post subject: Re: Skyforge .bin
PostPosted: Sat Aug 05, 2017 4:13 am 
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all the materiallayer.bin files are packed textures.

unpack textures script plz


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 Post subject: Re: Skyforge .bin
PostPosted: Wed Aug 09, 2017 7:19 am 
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lxxxk wrote:
all the materiallayer.bin files are packed textures.

unpack textures script plz

upload some samples for examination please (:

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 Post subject: Re: Skyforge .bin
PostPosted: Thu Aug 10, 2017 9:15 am 
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http://zheli.org/data/20170810161436.rar


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 Post subject: Re: Skyforge .bin
PostPosted: Thu Aug 10, 2017 3:19 pm 
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heres a Noesis python script to open your sample :D

supports dxt5 and is set to display all mips :D
if some textures appear invisible just press F11 to disable viewport transparency while viewing.


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 Post subject: Re: Skyforge .bin
PostPosted: Fri Aug 11, 2017 3:11 am 
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thanks
Image
Model broken, please fixes

heres a model samples

http://zheli.org/data/20170811101342.rar


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 Post subject: Re: Skyforge .bin
PostPosted: Fri Aug 11, 2017 4:55 am 
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the problem with these model files has always been there is no header, just the total buffer sizes for vertex block and indices are stored.
your sample has face indices that reset to "00 00" five times, could be LODs or accessories, i didn't check.
that reset in the indices is the only indication there may be submeshes, so changing the script to make
it work for this sample could break it for others because detecting this "reset" may not be reliable.



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 Post subject: Re: Skyforge .bin
PostPosted: Fri Aug 11, 2017 3:01 pm 
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yep, some armor and lod:


H2O file for upper part of pic:

0x16CC36 16035
Vb1
24 8
0x743A8 3928
020400
0x0 255


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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: Skyforge .bin
PostPosted: Sat Aug 12, 2017 6:03 pm 
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AceWell wrote:
heres a Noesis python script to open your sample :D

supports dxt5 and is set to display all mips :D
if some textures appear invisible just press F11 to disable viewport transparency while viewing.

thanks for this but word of warning as not all textures are dxt5, found some r8g8b8a8_unorm in the mix.


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 Post subject: Re: Skyforge .bin
PostPosted: Sat Aug 12, 2017 6:15 pm 
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OriginOfWaves wrote:
not all textures are dxt5, found some r8g8b8a8_unorm in the mix.

upload some samples and i'll have a look, these files have no header or anything
so there isn't a whole lot one can do with them other than extracting by hand. :)

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 Post subject: Re: Skyforge .bin
PostPosted: Sun Mar 04, 2018 11:52 pm 
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AceWell wrote:
OriginOfWaves wrote:
not all textures are dxt5, found some r8g8b8a8_unorm in the mix.

upload some samples and i'll have a look, these files have no header or anything
so there isn't a whole lot one can do with them other than extracting by hand. :)


https://drive.google.com/open?id=12e0Z9 ... nm7M3EHHyt

all char in this file.please look it and fix python.


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 Post subject: Re: Skyforge .bin
PostPosted: Wed Mar 07, 2018 8:30 am 
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there is no fixing, the files lack a header and there is no way to tell what the format or
dimensions are, the only factor to work from is the size of each mip which is not reliable. :]
unless someone locates files in the game containing the headers there is nothing more i can do, sorry. :(
you can always use TextureFinder or Rawtex to get the images in a usable state. :)

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 Post subject: Re: Skyforge .bin
PostPosted: Thu May 03, 2018 3:12 am 
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Hi! I use fmt_Skyforge_bin.py, but mesh have many issue:

Image

How fix it?

https://drive.google.com/open?id=1j3a8C ... 7iAY42uCn4


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