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 Post subject: Planet Hot Wheels .MXS files
PostPosted: Wed Aug 08, 2018 2:32 pm 
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Hello everybody!

I've got a HUGE problem with this ex-mmo racing game that someone has recovered: Planet hot Wheels, there are these files (the most of this) in .MXS... so:

I tryed to ripping they with 3D Ripper DX, 3D Ripper, Ninjaripper, OGLE, etc. but without success.

I try to open the .MXS Files with Maxwell Render, but it give me this message:

https://www.dropbox.com/s/dh0oyn62g70ng ... r.jpg?dl=0

I try to open with Maxwell plugin on Blender, but without success.

What can I do before I become crazy :?:

P.s.

The files are very old (2005), and I don't think it use DirectX or OpenGL...

The .ZIP of the game that someone has recovered:
https://www.dropbox.com/s/njr7inatfr3y5 ... 5.rar?dl=0


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Wed Aug 08, 2018 8:11 pm 
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Fiammanera628 wrote:
I tryed to ripping they with 3D Ripper DX, 3D Ripper, Ninjaripper, OGLE, etc. but without success.
yeah, some formats seem to be a little bit tricky for ripping... :D

Then some basic 3D knowledges are to come in handy:

I guess we need to apply some scaling factors(s) from here:
Code:
   *NODE_TM {
      *NODE_NAME "mdlCRSplitwindowvette_fr"
      *INHERIT_POS 0 0 0
      *INHERIT_ROT 0 0 0
      *INHERIT_SCL 0 0 0
      *TM_ROW0 0.00000022   -0.87412584   0.00000005
      *TM_ROW1 -0.00000002   0.00000003   0.87412596
      *TM_ROW2 -0.87412578   -0.00000019   -0.00000000
      *TM_ROW3 -0.33553852   -0.48163451   0.17693397
      *TM_POS -0.33553852   -0.48163451   0.17693397
      *TM_ROTAXIS -0.57735038   0.57735026   0.57735020
      *TM_ROTANGLE 2.09439492
      *TM_SCALE 0.87412584   0.87412596   0.87412578
      *TM_SCALEAXIS -0.19394371   -0.95159769   0.23842743
      *TM_SCALEAXISANG 0.30556968
   }


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Make_H2O-ForzaHor3-jm9.zip


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Wed Aug 08, 2018 8:42 pm 
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:eek: :eek: :eek:

How did you do it??? have you ripped or open the file?? HOW??? :D

And what do you mean with "I guess we need to apply some scaling factors(s) from here"? I mean, where you use the code/script??

Yeah, I'm very surprised/confused :D


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Wed Aug 08, 2018 9:02 pm 
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Fiammanera628 wrote:
How did you do it??? have you ripped or open the file?? HOW??? :D
I used hex2obj (view 2nd link in my sig).

Quote:
And what do you mean with "I guess we need to apply some scaling factors(s) from here"? I mean, where you use the code/script??
For example *TM_SCALEAXIS -0.19394371 -0.95159769 0.23842743, it's from the .MXS file.

In blender I used z * 2.5, looks ok to me:

Creation of mesh plus tverts is a little bit tricky because we've an extra MESH_TFACELIST here.
(The models are somewhat low poly so my motivation for a make_obj implementation is low, too.)

Maybe using Model Researcher is the better choice for this format?

Nope, it isn't because the free version doesn't support uint (unsigned short, to be precise), afaics.
Anyways; I'll leave the tmr template here:
(keep in mind to multiply "faces_count" and "uvs_index_count" by 3 in case you want to use the parameters with hex2obj)
Code:
{
    "file" : "63corvette.MXS",

    "vertices_offset" : "0x0701A",
    "vertices_count" : 2065,
    "vertices_padding" : 0,
    "vertices_type" : "Short_sign",
    "vertices_format" : "XYZ",
    "vertices_padding_inter" : 0,

    "faces_offset" : "0x0a09a",
    "faces_count" : 4162,
    "faces_padding" : 2,
    "faces_type" : "Short",
    "faces_format" : "Triangles",
    "faces_padding_inter" : 0,

    "read_uvsi" : 1,

    "uvs_offset" : "0x0122ed",
    "uvs_count" : 5695,
    "uvs_padding" : 0,
    "uvs_type" : "Short_sign",
    "uvs_format" : "UV",
    "uvs_padding_inter" : 0,

    "uvs_index_offset" : "0x017c1c",
    "uvs_index_count" : 4162,
    "uvs_index_padding" : 0,
    "uvs_index_type" : "Short",
    "uvs_index_format" : "Triangles",
    "uvs_index_padding_inter" : 0,

    "byte_order" : "<",
    "invert_x" : 0,
    "invert_y" : 0,
    "invert_z" : 0

}


Should not be too hard to code a model format scanner which searches for ASCII strings, there's all the info you need, for example:
*MESH_NUMVERTEX 2065
*MESH_NUMFACES 4162
*MESH_VERTEX_LIST

For the 63corvette there's 18 submeshes (maybe "default") of which 5 seem to be relevant.


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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: Planet Hot Wheels .MXS files
PostPosted: Thu Aug 09, 2018 2:21 pm 
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seems I need to flip texture and uvs?


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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: Planet Hot Wheels .MXS files
PostPosted: Thu Aug 09, 2018 2:37 pm 
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Ehm... I think the right side is turned on the left, but the other things is ok, if it is that you mean.

Ehm... about extract .mxs files with hex2obj... i try to understand something, but I dont' understand anything. sorry :(

Can you tell me how you can understand where is the meshes inside? (I open the .mxs file with Hex Workshop)


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Thu Aug 09, 2018 3:16 pm 
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Fiammanera628 wrote:
:( Can you tell me how you can understand where is the meshes inside? (I open the .mxs file with Hex Workshop)
I don't have the time for detailed explanations, sorry. There's tutorials for such.
(view link in my sig).

Maybe someone takes up the task and writes a script; the format looks simple (despite of using shorts and extra tverts faces).

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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: Planet Hot Wheels .MXS files
PostPosted: Thu Aug 09, 2018 3:43 pm 
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Oh... ok

Another question: you leave to me a tmr template... where I use the code of tmr template :?:


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Thu Aug 09, 2018 4:08 pm 
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viewtopic.php?f=33&t=16163&p=139477&hilit=researcher#p139477

But the free version doesn't use unsigned shorts, as I wrote, so here's an obj file with hex2obj data and face indices from MR (was the quickest way to get them):


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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: Planet Hot Wheels .MXS files
PostPosted: Thu Aug 09, 2018 6:55 pm 
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Could you please explain the settings that you used to get the vertices using hex2obj? I chose shorts for the vertices but I get unreasonable numbers. maybe take a screenshot of hex2obj so that we can study the settings you chose?


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Thu Aug 09, 2018 8:37 pm 
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using the latest version: viewtopic.php?f=29&t=10894&p=142434&hilit=+actual#p142434



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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: Planet Hot Wheels .MXS files
PostPosted: Thu Aug 09, 2018 9:03 pm 
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So strange... I download the program from your sign and put the same data you put and it give me this:

https://www.dropbox.com/s/hdgplhzgtduob ... 4.jpg?dl=0


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Thu Aug 09, 2018 9:55 pm 
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you probably missed to check the checkbox next to the "ShortAll" combobox
(No checkbox present? view the link to the LATEST version in my previous post.)

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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: Planet Hot Wheels .MXS files
PostPosted: Thu Aug 09, 2018 10:18 pm 
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OK! I got it! But I don't understand anyways... where are the "a09a" and "701a" from?

And what is it the noPtC set to "2"??


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 Post subject: Re: Planet Hot Wheels .MXS files
PostPosted: Thu Aug 09, 2018 11:02 pm 
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Fiammanera628 wrote:
OK! I got it! But I don't understand anyways... where are the "a09a" and "701a" from?

The hex starting addresses (offsets) are probably matched by finding the "MESH_VERTEX_LIST {" and "*MESH_FACE_LIST {" tags to get the offsets.

Also wanted to say this, but *.mxs files are modified *.ase text files... except they store list data in binary form. (Meaning Mousepad can't really read it)
And no, it's not a Maxwell render file.
The first string literally says where it comes from.


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