Join also our Discord channel! Click here.

aika online

The Original Forum. Game archives, full of resources. How to open them? Get help here.
pixellegolas
ultra-veteran
ultra-veteran
Posts: 423
Joined: Mon Aug 11, 2008 11:30 pm
Has thanked: 27 times
Been thanked: 15 times

Re: aika online

Post by pixellegolas » Tue Sep 22, 2009 4:05 pm

hm, futuristic armors? Nah, this is more a classic knight tale.

I guess you could look at HUXLEY maybe

User avatar
chrrox
Moderator
Posts: 2565
Joined: Sun May 18, 2008 3:01 pm
Has thanked: 57 times
Been thanked: 1312 times

Re: aika online

Post by chrrox » Fri Oct 02, 2009 10:23 pm

I am working on a converter I think I have the format down.
Edit I do have the format down :)
Image
Image
You do not have the required permissions to view the files attached to this post.

AceAngel
veteran
Posts: 115
Joined: Sun Feb 08, 2009 5:45 pm
Has thanked: 35 times
Been thanked: 7 times

Re: aika online

Post by AceAngel » Sat Oct 03, 2009 9:11 pm

Another amazing find mate :D

User avatar
chrrox
Moderator
Posts: 2565
Joined: Sun May 18, 2008 3:01 pm
Has thanked: 57 times
Been thanked: 1312 times

Re: aika online

Post by chrrox » Sun Oct 04, 2009 1:43 pm


Structure {
Header (
long_1 -- Magic
long_1 -- Null
long_1 -- Unk ?? Chunk type?
long_1 -- ??????
long_1 -- Vertex Chunk Length
long_1 -- ????
long_1 -- Bone Array size
long_1 -- Vertex Array Size
long_1 -- Face Array Size / 3

Structure bone Array (
Loop Bsize ----- how many times to loop
float_16 -----4x4 matrix
)
Structure Bone id ( --- ???
float_Bsize
)

Structure Vertex Array ( ---- Length is based on Csize
Loop Vsize
(
(
if Csize = 48
float_3 ---- Vertex XYZ
byte_8 ---bone weight ?
float_2 ---Bone weighting ?
float_3 --- Normals NX XY NX
float_2 --- UV coords ( TV * -1) to flip image
)
(
if Csize = 44
float_3 ---- Vertex XYZ
byte_8 ---bone weight ?
float_1 ---Bone weighting ?
float_3 --- Normals NX XY NX
float_2 --- UV coords ( TV * -1) to flip image
)
(
if Csize = 40
float_3 ---- Vertex XYZ
byte_8 ---bone weight ?
float_1 --- Normals NX XY NX
float_2 --- UV coords ( TV * -1) to flip image
)
(
if Csize = 36
float_3 ---- Vertex XYZ
byte_4 ---bone weight ?
float_1 --- Normals NX XY NX
float_2 --- UV coords ( TV * -1) to flip image
)
)

Structure Face aray ( --- ( Fsize / 3 )
short_3
)

pixellegolas
ultra-veteran
ultra-veteran
Posts: 423
Joined: Mon Aug 11, 2008 11:30 pm
Has thanked: 27 times
Been thanked: 15 times

Re: aika online

Post by pixellegolas » Mon Nov 02, 2009 12:31 am

could you post what to paste in the texture header? I took some bytes from another dds texture but it looked like a mess, all purplish and stuff :)

pauluz88
ultra-n00b
Posts: 2
Joined: Tue Apr 06, 2010 10:04 pm
Has thanked: 1 time

Re: aika online

Post by pauluz88 » Wed Apr 07, 2010 12:25 pm

The contents of this post was deleted because of possible forum rules violation.

MissCooky
ultra-n00b
Posts: 3
Joined: Sat Mar 06, 2010 12:46 pm
Been thanked: 1 time

Re: aika online

Post by MissCooky » Thu Apr 08, 2010 10:28 am

Simply open the jit file with an hex editor.

Then, replace the fake JT31, JT33, JT35 fake header with proper DXT1, 3, 5 header, and edit the file size also (most of files beeing 04x04 or 02x02, which is 512x512 & 256&256)

I wish someone could give me some tips about aika's bin files decrypting..I even got a crypted file and the same one decrypted, but still haven't managed to get the "magic recipe" :/

pauluz88
ultra-n00b
Posts: 2
Joined: Tue Apr 06, 2010 10:04 pm
Has thanked: 1 time

Re: aika online

Post by pauluz88 » Thu Apr 08, 2010 10:50 am

MissCooky wrote:Simply open the jit file with an hex editor.

Then, replace the fake JT31, JT33, JT35 fake header with proper DXT1, 3, 5 header, and edit the file size also (most of files beeing 04x04 or 02x02, which is 512x512 & 256&256)

I wish someone could give me some tips about aika's bin files decrypting..I even got a crypted file and the same one decrypted, but still haven't managed to get the "magic recipe" :/
Thank you MissCooky I will try that tonight! :D

luciasil
n00b
Posts: 11
Joined: Wed Mar 24, 2010 2:48 am
Has thanked: 1 time
Been thanked: 2 times

Re: aika online

Post by luciasil » Sun Jul 25, 2010 7:01 pm

any update?

seculi017
ultra-n00b
Posts: 6
Joined: Wed Jul 07, 2010 6:48 am
Has thanked: 1 time
Been thanked: 1 time

Re: aika online

Post by seculi017 » Thu Aug 19, 2010 3:48 am

I'm sorry for being newb :S what do you mean when you say edited the file size? I've tried replacing the file header with a correct DXT# one, but I still keep getting "Unexpected EOF" errors when I try to open them...

Karpati
ultra-veteran
ultra-veteran
Posts: 350
Joined: Thu Dec 07, 2006 11:25 pm
Has thanked: 7 times
Been thanked: 69 times

Re: aika online

Post by Karpati » Tue Aug 31, 2010 7:15 pm

I added the .msh and the .jit loader module to the 3D Object Converter and I released the v4.422 now.

You can install or use the portable v4.40.
http://web.t-online.hu/karpo

After that you can update your installed (or portable) application (version>=4.0) quickly and easily using the auto-update function (Help/Check for updates…) to get the latest version of the 3D O. C.

seculi017
ultra-n00b
Posts: 6
Joined: Wed Jul 07, 2010 6:48 am
Has thanked: 1 time
Been thanked: 1 time

Re: aika online

Post by seculi017 » Sat Sep 04, 2010 5:56 am

@Karpati:

Thank you so much! But, whenever I try to load a .jit file, it gives me an error saying "Error opening [filename].jit". I DID update to the latest version, v4.422 first.

The .msh files load just fine, just not the .jits.

Karpati
ultra-veteran
ultra-veteran
Posts: 350
Joined: Thu Dec 07, 2006 11:25 pm
Has thanked: 7 times
Been thanked: 69 times

Re: aika online

Post by Karpati » Sat Sep 04, 2010 11:26 am

seculi017,

You have right because my program searches the texture file in the same directory than the model file exists.

You can modify it using the Options/Import parameters:
Default texture subdirectory: ..\texture
Use the default texture subdirectory for textured view: checked

If you need use the 'Save' and the 'Apply' buttons.

seculi017
ultra-n00b
Posts: 6
Joined: Wed Jul 07, 2010 6:48 am
Has thanked: 1 time
Been thanked: 1 time

Re: aika online

Post by seculi017 » Sat Sep 04, 2010 10:04 pm

@Karpati:

Oh, you're right! That fixed it. Thank you so much :3

naxet
ultra-n00b
Posts: 2
Joined: Thu Sep 09, 2010 5:37 pm

Re: aika online

Post by naxet » Fri Sep 24, 2010 11:03 pm

I love Aika online and extract textures from this game without editing the .jit files is possible, just capture them from Open GL , here´s a topless texture :P

Image
By pencracker at 2010-09-24

Post Reply