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 Post subject: Re: 007 Quantum of Solace
PostPosted: Wed Jul 27, 2016 3:09 pm 
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airport\elite_body_blue.mesh.ascii hands is missing:
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 Post subject: Re: 007 Quantum of Solace
PostPosted: Wed Jul 27, 2016 3:12 pm 
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Andrakann wrote:
airport\elite_body_blue.mesh.ascii hands is missing:
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I'm sure most of the npc could share one hands model. try to find a model of the hands separately.

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 Post subject: Re: 007 Quantum of Solace
PostPosted: Wed Jul 27, 2016 3:19 pm 
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Tosyk wrote:
Andrakann wrote:
airport\elite_body_blue.mesh.ascii hands is missing:
Image
I'm sure most of the npc could share one hands model. try to find a model of the hands separately.

Most of NPC bodies have hands, but I found separate hands model airport\airport\hands_black_1.mesh.ascii


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 Post subject: Re: 007 Quantum of Solace
PostPosted: Wed Jul 27, 2016 3:23 pm 
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Andrakann wrote:
Tosyk wrote:
Andrakann wrote:
airport\elite_body_blue.mesh.ascii hands is missing:
Image
I'm sure most of the npc could share one hands model. try to find a model of the hands separately.

Most of NPC bodies have hands, but I found separate hands model airport\airport\hands_black_1.mesh.ascii
It's common practice to share resources throughout the game characters to reduce the size of the final game size. So yes, I think these hands are used for different characters.

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 Post subject: Re: 007 Quantum of Solace
PostPosted: Wed Jul 27, 2016 10:47 pm 
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here's some files from world at war on which unpacker crashed:
http://www.mediafire.com/download/3d9wv ... example.7z

also here's list of archives from quantum of solace. the ones with -- in front of the names are crashed as well:


basically almost all the archives related to multiplayer are crashed on unpack - for world at war and for quantum of solace. some of them crashed on extracting characters. will be cool if you look at them.


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 Post subject: Re: 007 Quantum of Solace
PostPosted: Thu Jul 28, 2016 8:19 am 
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Tosyk wrote:
also here's list of archives from quantum of solace. the ones with -- in front of the names are crashed as well


Most of those crash at the very end of file, you can safely ignore that. All meshes extracted there. Can you name one that crashes on character?


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 Post subject: Re: 007 Quantum of Solace
PostPosted: Thu Jul 28, 2016 8:36 am 
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daemon1 wrote:
Tosyk wrote:
also here's list of archives from quantum of solace. the ones with -- in front of the names are crashed as well
Most of those crash at the very end of file, you can safely ignore that. All meshes extracted there. Can you name one that crashes on character?
the one was "civilian_..."-something and the "bond_miami_..." (from one of the mp_ files). can check only when I get home this evening.
noticed that most of the crashes were also after "skydome..." models. the models that have a crash are 0 bytes when extracted, even characters.

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 Post subject: Re: 007 Quantum of Solace
PostPosted: Thu Jul 28, 2016 12:29 pm 
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Added support for MW. Again a lot of differences, and the worst is that this oldest game uses a lot of links inside files. These will be impossible to resolve, so many models will have missing parts. Anyway, here are the latest versions for all 3 games.

I could swap XZY, but this messes up normals completely. Until we know how to handle normals, I'll not change axes. I did too much research in these days, so now I need some rest.


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 Post subject: Re: 007 Quantum of Solace
PostPosted: Thu Jul 28, 2016 1:55 pm 
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daemon1 wrote:
Added support for MW. Again a lot of differences, and the worst is that this oldest game uses a lot of links inside files. These will be impossible to resolve, so many models will have missing parts
so you saying this missing parts are just in other archives or completely missing?

daemon1 wrote:
I could swap XZY, but this messes up normals completely. Until we know how to handle normals, I'll not change axes.
the thing is that normals could be easily redone in 3d software without affecting the animation but flip models will ruin animation in any case. so if swap is not hard thing to do it would be great to have it.

daemon1 wrote:
I did too much research in these days, so now I need some rest.
thanks for your work, man. didn't know anyone could handle the COD archives but you actually did. hope you'll take a look at the aw archives.

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 Post subject: Re: 007 Quantum of Solace
PostPosted: Fri Jul 29, 2016 2:55 pm 
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Tosyk wrote:
so you saying this missing parts are just in other archives or completely missing?

They are in the same archive. But there's no way to tell where (until they loaded in memory).

Tosyk wrote:
flip models will ruin animation in any case

You can't get these models animated anyway, because the bones have no local rotations. Actually they have, but I didn't extract them, because I didn't think anyone will animate them.


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 Post subject: Re: 007 Quantum of Solace
PostPosted: Fri Jul 29, 2016 4:20 pm 
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daemon1 wrote:
Tosyk wrote:
flip models will ruin animation in any case

You can't get these models animated anyway, because the bones have no local rotations. Actually they have, but I didn't extract them, because I didn't think anyone will animate them.
well sure if axis extraction it is a trivial thing it would be cool to get them for animation purposes.

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 Post subject: Re: 007 Quantum of Solace
PostPosted: Wed Aug 02, 2017 9:44 pm 
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how to extract textures?

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