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 Post subject: Inquisitor: Martyr Noesis plugin Commission
PostPosted: Tue Mar 27, 2018 3:29 am 
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Hey guys,

I'm very interested in a particular game that has some great 3d models, and I'd be willing to dish out the bucks for someone to work out a Noesis or 3ds Max script that can correctly import fully rigged and textured models from the game Warhammer 40,000 Inquisitor: Martyr. Basically a set of tools for extracting useable models, both static and rigged, from the game. I'm willing to pay someone 60 USD via paypal or Google Wallet to help me do this. Is anyone interested?

I can share game files if needed. The game is produced by NeoCore Games, and uses the Coretech3 Game engine, very similar to the Van Helsing game engine.

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 Post subject: Re: Inquisitor: Martyr Noesis plugin Commission
PostPosted: Tue Mar 27, 2018 8:23 am 
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Wow, this game was already released?! I'm a big fan of warhammer 40k universe. If you will provide samples I'll gladly take a look.

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 Post subject: Re: Inquisitor: Martyr Noesis plugin Commission
PostPosted: Tue Mar 27, 2018 11:43 pm 
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Hey, thats awesome! I am too, thanks for the quick reply! I'm uploading some files as I type, I'll link them in an update to this post. So I see some things right off the bat with this game, its file structure is very tidy and organized, which will make it very easy to work with.

The first thing I noticed is that model files are stored in compressed folders with a .N2PK file name. Each model has a "high" and "low" folder within its individual location, each containing a N2PK file, and a single N2PK file called Files.N2PK in the base folder of each model.

I'm guessing the "High" and "Low" folders refer to LOD quality of the model and textures. In the uploads I'm sharing, I include all the files for some sample models, excluding the "low" folder, for obvious reasons.

I'm uploading a weapon model, and an enemy unit model, as samples. I also noticed that the level models, which are procedurally generated, are actually made up of what appears to be single room models, which the game combines to form the levels. The level models folder contains a bunch of textures, in DDS format, a "High" and "Low" folder, again for the models themselves, and a set of special files for each room model.

I'll upload a set of the special files for the room models, I assume they contain meta data for the level models, for randomizing purposes. I doubt they will be of much use, as all I want from the level models is the rooms themselves, not the randomized obstacles, crates, etc.

EDIT:

Here is the link to a folder containing the files, I've zipped them using 7zip so I can upload them easier.
http://www.mediafire.com/folder/vx8utwxcys4wf/Inquisitor_Martyr_Files_for_Help


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 Post subject: Re: Inquisitor: Martyr Noesis plugin Commission
PostPosted: Tue Apr 10, 2018 2:59 pm 
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Hey Zaramot, have you made any progress?

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 Post subject: Re: Inquisitor: Martyr Noesis plugin Commission
PostPosted: Sun Jun 10, 2018 3:29 am 
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I too am very interested in the results of this, Id really like to get my hands on these models as well.


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 Post subject: Re: Inquisitor: Martyr Noesis plugin Commission
PostPosted: Sun Jun 10, 2018 2:27 pm 
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I'm really wondering why you guys never seem to use forum's search?
If anyone had given the following hint we would have had the result 2 months earlier. :D

Look here at Szkaradek's Deathtrap script for blender 249b:
viewtopic.php?f=16&p=103512#p103512

It helps to unpack the n2pk to vhm (and other files).

Use hex2obj for a quick approach getting the mesh (first SM only, as always):


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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: Inquisitor: Martyr Noesis plugin Commission
PostPosted: Sun Jun 10, 2018 3:34 pm 
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here is a quickbms script for extracting the archives.
Code:
get msize long
math msize * 2
getdstring uname msize
set MAGIC unicode uname
if MAGIC != "Neocore Package"
print "Not Supported %MAGIC%"
cleanexit
endif
goto 0x24
get tbloff longlong
savepos base
math tbloff + base
goto tbloff
get files long
for i = 0 < files
get hash long
get nsize long
math nsize * 2
getdstring uname nsize
set NAME unicode uname
get null short
get offset longlong
get size longlong
math offset + base
log name offset size
next i


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 Post subject: Re: Inquisitor: Martyr Noesis plugin Commission
PostPosted: Sun Jun 10, 2018 10:06 pm 
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main submesh:


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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: Inquisitor: Martyr Noesis plugin Commission
PostPosted: Tue Jun 12, 2018 3:53 am 
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shakotay2 wrote:
main submesh:


Im pretty new to this, would you mind explaining this process?


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 Post subject: Re: Inquisitor: Martyr Noesis plugin Commission
PostPosted: Tue Jun 12, 2018 7:17 pm 
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LumberingTroll wrote:
Im pretty new to this, would you mind explaining this process?
Talking about how to get addresses and counts? I've written a general tutorial about it (tut button in hex2obj, view link in my sig).

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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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