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 Post subject: Re: Heroes and Generals model and texture(.CRN) formats
PostPosted: Sun Apr 02, 2017 4:19 am 
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here is a better way to decompress your bin samples in batch with a bms script :D
Code:
# script for QuickBMS http://aluigi.altervista.org/quickbms.htm

comtype zlib_noerror
get ZSIZE asize
math SIZE = ZSIZE
get NAME basename
string NAME + ".dat"
clog NAME 0 ZSIZE SIZE

i'd like to phase out using offzip for decompressing in batch because of the naming conflict hurdle you have to leap over. :P

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Last edited by AceWell on Mon Aug 28, 2017 12:23 am, edited 1 time in total.

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 Post subject: Re: Heroes and Generals model and texture(.CRN) formats
PostPosted: Sun Aug 27, 2017 8:37 pm 
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AceWell wrote:
here is a better way to decompress your bin samples in batch with a bms script :D
Code:
comtype zlib_noerror
get ZSIZE asize
math SIZE = ZSIZE
get NAME basename
string NAME + ".dat"
clog NAME 0 ZSIZE SIZE

i'd like to phase out using offzip for decompressing in batch because of the naming conflict hurdle you have to leap over. :P


How to use it? man do a tutorial! [bruce]


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 Post subject: Re: Heroes and Generals model and texture(.CRN) formats
PostPosted: Mon Aug 28, 2017 12:27 am 
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its a script for QuickBMS, copy it to a text file then download Quickbms and run it and follow the on-screen prompts :]
http://aluigi.altervista.org/quickbms.htm

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Hex2obj
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 Post subject: Re: Heroes and Generals model and texture(.CRN) formats
PostPosted: Mon Aug 28, 2017 3:22 pm 
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AceWell wrote:
its a script for QuickBMS, copy it to a text file then download Quickbms and run it and follow the on-screen prompts :]
http://aluigi.altervista.org/quickbms.htm


I did it, it gave me a .Dat file, what now? :eek:

I opened with noesis, doesn't work :(

SOMEONE HELP ME PLEASE


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 Post subject: Re: Heroes and Generals model and texture(.CRN) formats
PostPosted: Wed Sep 27, 2017 2:52 pm 
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AceWell wrote:
its a script for QuickBMS, copy it to a text file then download Quickbms and run it and follow the on-screen prompts :]
http://aluigi.altervista.org/quickbms.htm


nobody wants to help me? :evil:


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 Post subject: Re: Heroes and Generals model and texture(.CRN) formats
PostPosted: Wed Sep 27, 2017 3:35 pm 
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ALIEN31ITA wrote:
I did it, it gave me a .Dat file, what now? :eek:

I opened with noesis, doesn't work :(
How do you think that Noesis would support Heroes and Generals?
Do you have a Noesis .py script for that?
Only supported .dat I see is for Bayonetta.

Also .dat output from a quickbms script is a general naming, iirc.
It could also be named .bin, .raw, whatever.

The .dat is easy to track using hex2obj (view link in my sig):
(first submesh only)


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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: Heroes and Generals model and texture(.CRN) formats
PostPosted: Thu Sep 28, 2017 8:12 pm 
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shakotay2 wrote:
ALIEN31ITA wrote:
I did it, it gave me a .Dat file, what now? :eek:

I opened with noesis, doesn't work :(
How do you think that Noesis would support Heroes and Generals?
Do you have a Noesis .py script for that?
Only supported .dat I see is for Bayonetta.

Also .dat output from a quickbms script is a general naming, iirc.
It could also be named .bin, .raw, whatever.

The .dat is easy to track using hex2obj (view link in my sig):
(first submesh only)


Strange, your software doesn't work for me, (windows 10)


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 Post subject: Re: Heroes and Generals model and texture(.CRN) formats
PostPosted: Thu Sep 28, 2017 8:39 pm 
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You're probably missing libgcc_s_dw2-1.dll from hex2obj_0.24c.zip in the Extracting simple models thread.

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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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