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Ninety Nine Nights 2

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Surveyor
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Ninety Nine Nights 2

Post by Surveyor » Mon Nov 01, 2010 9:37 am

Hi there, how are things,
There is this game (N3-2) that I've been messing with and I was able to extract the models, both stages and characters, these aren't the best models out there but it was worth the effort. More to come soon.
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Re: Ninety Nine Nights 2

Post by chrrox » Mon Nov 01, 2010 11:51 am

Cool nice job.

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Re: Ninety Nine Nights 2

Post by Surveyor » Tue Nov 02, 2010 11:20 am

Ok, first things first, we need to extract the data out of those fpd files, unfortunately, I couldn't decode the filename table, the archive structure is the same as Lost Odyssey, only offsets and sizes are visible, and thus a lot of data will be ignored, but as long as we can locate the models, we're fine :) This N3-2 Data Extractor (attached below) will do the job for you, a little too much maybe, just put it where default.fpd, default.fpi and xenon_bg.fpd are.
default.fpd contains the game data and xenon_bg.fpd holds the stage data, after extraction, the mcts directory will hold the stage data and mnks will have the models, feel free to delete the rest of the directories if you don't need them. The musics are in xwav.
Next, we will take care of those stages even if they are so dull.
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Re: Ninety Nine Nights 2

Post by Surveyor » Wed Nov 03, 2010 10:15 am

This tool works on the mcts files that hold the stages, put it in the MCTS directory and execute, the 65 MCTS files must all be present. The good thing about those mcts files is that they contain filenames, which means that the extracted data will have correct names. The bad thing is that the so called DDS files aren't true DDS and are compressed in a an unknown manner, if you have time, take a look and maybe you can figure out the compression. The decompression should be similar to the the tex files in the tex directory (with lots of zeros).
The extracted data is easilly identified:
-dds: textures
-ligt: lights
-lmch: lightmaps?? or collision
-matr: materials
-mest: mesh
-shdr: shaders
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Re: Ninety Nine Nights 2

Post by Surveyor » Thu Nov 04, 2010 11:18 am

Yeah, those dull stages seem to show perfectly!! I'll upload the obj exporter soon.
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Re: Ninety Nine Nights 2

Post by Surveyor » Sat Nov 06, 2010 12:07 pm

Hi,
Now here's the stage exporter, it processes MEST files and outputs OBJ files, only position data is hanldled right now, no tex UV's or colors, maybe when when we have working textures.
Enjoy.
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Re: Ninety Nine Nights 2

Post by EternaL » Sun Nov 07, 2010 1:22 pm

Really good job :wink:
Thanks
I love to see a characters converter soon
Thanks again Surveyor

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Re: Ninety Nine Nights 2

Post by Surveyor » Mon Nov 08, 2010 10:53 am

The MNKS extractor:
Will parse the mnks files and extract some useful data (models and anims) the rest of the data is ignored since every type needs its own parser (and there are many).
Put the program in the MNKS directory, there is an mnks list that you can modify to your own needs. One thing I'm still not sure of is there's only one texture per model, no normals, specular maps, nothing!!! Maybe one texture holds all of them, we'll see that when we have working textures.
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Re: Ninety Nine Nights 2

Post by Surveyor » Mon Nov 15, 2010 11:14 am

Hi
Skinning works too, the model exporter will be available soon.
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Re: Ninety Nine Nights 2

Post by Tosyk » Mon Nov 15, 2010 11:16 am

Surveyor wrote:Hi
Skinning works too, the model exporter will be available soon.
So great, thanks!
Thank you for all you do here
my blog | my forum

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Re: Ninety Nine Nights 2

Post by luciasil » Sat Nov 20, 2010 4:15 pm

Cool nice job.

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Re: Ninety Nine Nights 2

Post by Ares722 » Sat Nov 20, 2010 4:27 pm

A really great job man!!!

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Re: Ninety Nine Nights 2

Post by Surveyor » Sun Nov 21, 2010 10:03 am

Hello,
Here's the MESK exporter, it's experimental only so there's no UV coords, no normals, just proper skinning (and this isn't nothing)
The exporter is very easy to use, it generates an MS file that you'll need to drag into 3dsmax, Just make sure the .joint file is also there since it holds the skeleton data.
Enjoy.
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Re: Ninety Nine Nights 2

Post by EternaL » Mon Nov 22, 2010 12:54 am

A Real man's job ! Thx

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Re: Ninety Nine Nights 2

Post by Szkaradek123 » Mon Nov 29, 2010 6:52 pm

Surveyor,

Please,add uv-mapping for your great tools.
Mayby uv use "half-precision floating-point number" for 2 bytes.

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