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 Post subject: Re: Avengers Academy .ccz .c3b
PostPosted: Tue Jan 30, 2018 6:26 pm 
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Fixed. Late night. *shrug*

@TRDaz: A information post bumped back to page 3. Added if it helps you in animating asides from the nodes being retrievable (for weighting of course) a bit of research tells me these are almost identical in structure to Netimmerse files, near exact to the ones from the 2nd Freedom Force actually. The model files themselves contain 3d, node and texture pointer info. The core models contain a detailed model as well two LOD files each to control anims and boundries. The animation files contain no graphical information rather just animation sequence information to direct a models nodes very much like keyframe files. I'm working on the models but will try some experiments at a later date with all this.

- adding a little more reading back, those pesky texture files can be opened and converted with this program. It's GUI now. All you got to do is go under Tools > PVR Viewer and browse and open the file. Then in the Viewer save it as a different format.


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 Post subject: Re: Avengers Academy .ccz .c3b
PostPosted: Sun Feb 18, 2018 6:28 am 
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TRDaz wrote:
I may have figured the vertex count but how they work this for both meshes is what's confusing me. 0x13A = 37,040. 37,040/16=2,315. That's the vertex count for the 2nd submesh, maybe they use this value for both meshes somehow. This seems to work with the other files provided too - the value after "VERTEX_ATTRIB_BLEND_INDEX".


Question since you know what your doing. I'm trying to learn the scripting process. From what I understand at least there is a way to change this count but not the how or why of it. I know the threshold if that is the right term is too low for this game. It doesn't account for certain meshes of a high poly count nor most of the map models which are larger. For example I have an exported ship in my 3d program right now. I only have the landing pads of the ship yet the outline of where the rest of the model is supposed to be is present in blank vertices. Thanks for any help in advance.


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 Post subject: Re: Avengers Academy .ccz .c3b
PostPosted: Mon Feb 19, 2018 4:19 pm 
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i can't help with noesis script, but if you want to import skinned models with Blender 249 , here is a blend.
Install Blender version 249 (32bits) and Python version 2.6.x (32 bits)
Unpack zip file and in "Blender249[AvengersAcademy][mobile][c3b][2018-02-19]" double click Blender249.blend.
In Blender Text Window press alt+p, select "*.c3b" file with "skin" inside filename and press "import".
Scale for models or armatures x=1.97 or 1/x.
You must manual parenting bones and meshes.

C3b file is split by section:
2-nodes - bones, bone maps for meshes
3-animations
16-materials
34-meshes

Bone format:
- bone name [ string ]
- unk flag [ 1 byte ]
- matrix4x4 [ 64 bytes as 16 floats ]
- unk integer [ 4 bytes as integer]
- children count [ 4 bytes as integer]

So for parenting use recursive function, like this:

Code:

   def getChildren(parent):
      bone=Bone()
      bone.parentName=parent.name
      skeleton.boneList.append(bone)
      bone.name=g.word(g.i(1)[0])   
      a=g.B(1)
      bone.matrix=Matrix4x4(g.f(16))   
      b=g.i(1)[0]
      for m in safe(g.i(1)[0]):
         getChildren(bone)






If you want to play with animations, i can send a blend but i cant't solve a problem with object's scale.


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 Post subject: Re: Avengers Academy .ccz .c3b
PostPosted: Mon Feb 19, 2018 7:40 pm 
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Tight! Exact version of Blender I use, thank you much!


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 Post subject: Re: Avengers Academy .ccz .c3b
PostPosted: Thu Feb 22, 2018 7:43 pm 
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Tested all the above. Works like a charm. Outstanding work people, this is what makes this a good community. All that's left is to crack the map buildings and extents and everything is done.


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 Post subject: Re: Avengers Academy .ccz .c3b
PostPosted: Tue May 22, 2018 7:26 am 
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here is Noesis python script to decompress on the fly and open the *.ccz textures :D

so no need to use the bms script here any more. :]
it should open Android *.pvr.ccz and iOS *.astc.ccz files, although i didn't have any *.astc.ccz samples to test it on.


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Noesis
Hex2obj
QuickBMS
Asset Studio
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