XeNTaX
http://forum.xentax.com/

3D model reversing compilation
http://forum.xentax.com/viewtopic.php?f=16&t=7219
Page 4 of 5

Author:  Satoh [ Tue Sep 04, 2012 6:54 am ]
Post subject:  Re: 3D model reversing compilation

In my case I've found that a lot of mesh data has a similar visual pattern when viewed as an image, particularly as a 8bpp image with an arbitrary color palette (such as viewed in GGD by default)

It's not always an accurate way to tell where things are, but it is a lot easier on the eyes than scanning a bunch of monochromatic text. It gives a fairly good indication of when files are compressed or where certain blocks of data begin and end as well.

Viewing as an image helps to highlight the patterns, and as I work with files, patterns are very important toward figuring out what is what.

Author:  tomatopasta [ Fri Nov 16, 2012 4:49 pm ]
Post subject:  Re: 3D model reversing compilation

Reversing/translating into obj are preferable, it save you a load heck of formats war, just my 2cents.

Author:  Darkfox [ Fri Dec 21, 2012 10:52 am ]
Post subject:  Re: 3D model reversing compilation

Sorry to pop in here but I must take a stab argument against OBJ. Its a very basic format, which is both its charm and ultimately its greatest flaw. OBJ will not save rigging or skinning which would defeat the purpose of reversing most models as they would be unusable if you wanted to put them back into the game at a later point. I think preservation should be as important as convenience. FBX is a better choice if you want to go the way of a supported format, it keeps rigging, skinning, and has animation support.

There are also a number of other thoroughly documented game formats that are also good intermediaries. ActorX and MD5 for example.

All choices here give a lessened amount of data loss in translation and are convenient alternatives to the lossy OBJ format.

Edit: Sorry again, it is just a pet peeve of mine with people still referencing the archaic OBJ as the best 3D choice. What it can't do turns me off in the grand scheme except in regards to very early 3D, static meshes, or map geometry. Those three are only good reasons I can see for OBJ.

Author:  pixellegolas [ Fri Jan 04, 2013 9:49 am ]
Post subject:  Re: 3D model reversing compilation

Darkfox, don't worry I agree with you totally. Obj is only good for static meshes because you have to recreate everything as you say. I love fbx but the problem is there are so many versions and it keeps changing so hard to unify it. But hopefully the tools become better and more unified so people will use it as the first choice

Author:  Darkfox [ Tue Jan 08, 2013 5:07 am ]
Post subject:  Re: 3D model reversing compilation

That is true. I lost track of the revisions on FBX. I guess one can hope a standardized version will be agreed upon. I know there are other formats out there, though.

Author:  vladikkgg [ Sun Sep 07, 2014 9:42 pm ]
Post subject:  Re: 3D model reversing compilation

Someone,help please with convertation file js to obj. https://www.whiteclouds.com/sites/default/files/models/2003__Dodge_Ram_1500_Quad_Cab_Sport.js.txt this file

Author:  shakotay2 [ Sun Sep 14, 2014 9:49 pm ]
Post subject:  Re: 3D model reversing compilation

u should have posted in a suiting thread. Here your post seems to have been overlooked. :D
o0DemonBoy0o found the basic structure for such models using tris and quads (search for webgl in the forum).

Anyway these webgl-type models are rather useless without uv data:

Author:  godskin [ Fri Sep 02, 2016 8:35 pm ]
Post subject:  Re: 3D model reversing compilation

@shakotay2 not helper not good
more showoff not fuuly help

Author:  magister [ Thu Dec 22, 2016 12:45 pm ]
Post subject:  Re: 3D model reversing compilation

Need extract files from this unity packages in .obj or .fbx formats
If i try Assetsbundleextractor or unityEx - compressed meshes are not supported
UPD: Nobody helped me. Well, i did it by myself.
I used unitystudio 0.5.0.0 for meshes (body and hand weights unfortunately not saved), and unityex 1.5.7 and pvrtextool for textures.
Models scaled up to 60.
Image
DL: http://rgho.st/6x2Jsvwn7

Author:  GRiNDERKILLER [ Thu Feb 16, 2017 7:52 pm ]
Post subject:  Re: 3D model reversing compilation

Can someone please take a look on this file. I tried hex2obj and unsuccessful. Apparently i am more than n00b. xD
File is from SGW3 which run on CryEngine. It's different from other CGF files from latest CE games. I hope it's not encrypted.

Some data looks fine to me but I can't correctly process them. Only some scrambled shapes.

This is what I got so far :think:
Image
Shape is ok but faces are messed up.

Author:  AceWell [ Fri Feb 17, 2017 5:35 am ]
Post subject:  Re: 3D model reversing compilation

GRiNDERKILLER wrote:
Can someone please take a look on this file.


the counts (4bytes) are stored 16 bytes before each start address and the stride (4bytes) is stored right after the count
:D

Author:  GRiNDERKILLER [ Fri Feb 17, 2017 12:52 pm ]
Post subject:  Re: 3D model reversing compilation

Holly s*hit! I thought you did it as first.
But anyway thank you very much for provided infos. :wink:

EDiT: I think this time I succeeded. Once again thank you Ace!

Maya render.
Image

Author:  GRiNDERKILLER [ Fri Feb 17, 2017 8:11 pm ]
Post subject:  Re: 3D model reversing compilation

Just last question AceWell. How to flip UV's verticaly? I mean through hex2obj.

Thanks!

Author:  AceWell [ Sat Feb 18, 2017 12:22 am ]
Post subject:  Re: 3D model reversing compilation

you don't, you have to do that in your 3d program of choice :D

Author:  blackracer [ Tue Feb 21, 2017 8:21 pm ]
Post subject:  Re: 3D model reversing compilation

I need your assistance conditional, I spent a lot of time on this, but I can not find a solution, I can read any file with using hex2obj but their project contains of several thousand, I decided to explore the noesis but I did not get to do one-stop solution for all model files ((
Here I made a template, you can help me fix it to read model with names of the textures.
This file is a container it can contain and textures, but I have learned to extract textures using QuickBMS Script from AceWell


Sample Models: https://www.dropbox.com/s/qucdzdy26xz7vek/3dModels.zip?dl=0

Image

Code:
from inc_noesis import *
import noesis
import rapi

def registerNoesisTypes():
    handle = noesis.register("TestScriptGame", ".img")
    noesis.setHandlerTypeCheck(handle, noepyCheckType)
    noesis.setHandlerLoadModel(handle, noepyLoadModel)
    #noesis.logPopup()
    return 1

NOEPY_HEADER = "IMGE"
   
def noepyCheckType(data):
   bs = NoeBitStream(data)
   if len(data) < 8:
      return 0
   if bs.readBytes(8).decode("ASCII").rstrip("\0") != NOEPY_HEADER:
      return 0
   return 1 

def noepyLoadModel(data, mdlList):
    ctx = rapi.rpgCreateContext()
    bs = NoeBitStream(data)
    fileName = rapi.getLocalFileName(rapi.getInputName()).rstrip(".img")
    rapi.rpgSetName(fileName)
    bs.seek(0x4, NOESEEK_ABS)
    VBytes = 36           
    VCount = bs.readUInt() // VBytes
    VBuf = bs.readBytes(VCount * VBytes)
    skip = bs.readBytes(8)
    FCount = bs.readUInt() // 2
    IBuf = bs.readBytes(FCount * 2)
    rapi.rpgBindPositionBufferOfs(VBuf, noesis.RPGEODATA_SHORT, VBytes, 0)   
    rapi.rpgBindUV1BufferOfs(VBuf, noesis.RPGEODATA_SHORT, VBytes, 28)   
    rapi.rpgCommitTriangles(IBuf, noesis.RPGEODATA_USHORT, FCount, noesis.RPGEO_TRIANGLE, 1) #SHORT for word indices
    mdl = rapi.rpgConstructModel()                                                         
    mdlList.append(mdl)
    rapi.rpgClearBufferBinds()
    return 1

Page 4 of 5 All times are UTC + 1 hour
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/