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Last version of XXIExplorer

Old posts about game archives and other formats.
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jasmine
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Last version of XXIExplorer

Post by jasmine » Tue Aug 01, 2006 2:18 am

Mr. Mouse,

Here's the last version of XXIExplorer that you can put host on the website if you would like. There is nothing new about this version, just the last one I worked on. Version 1.5.

http://rapidshare.de/files/27732908/XXI ... p.zip.html

jasmine

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Post by Mr.Mouse » Tue Aug 01, 2006 6:34 am

Thanks Jasmine! If possible, you could write a small page at

http://wiki.xentax.com/index.php/Game_T ... ia_XXI_.3D

In essence, create a small page here?

http://wiki.xentax.com/index.php?title= ... ction=edit

(see for instance this for reference : http://wiki.xentax.com/index.php/PICT2BMP )

I will then upload the tool and link it there! :D

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Post by jasmine » Wed Aug 02, 2006 6:53 am

Done.

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Post by Mr.Mouse » Wed Aug 02, 2006 11:41 am

Allright, I updated the download link here : http://wiki.xentax.com/index.php/Game_Tools and also on the page itself: http://wiki.xentax.com/index.php/XXIExplorer .

Cheers mate!

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Post by KorNet » Wed Aug 02, 2006 4:03 pm

Good thanks :D

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Post by Mr.Mouse » Wed Aug 02, 2006 6:31 pm

KorNet! He is back ! :D :D

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Post by KorNet » Thu Aug 03, 2006 5:02 pm

Hi Mr.Mouse :D And here time appeared decided to visit you :D

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Post by jasmine » Tue Oct 03, 2006 4:41 am

Here is a new version of XXIExplorer. I finally decoded the texture headers so the program automatically sets the correct dxt type and size and adds the header. Should make things a lot easier if people are still modding the game. It's written in C++ using MFC and there is no installation -- just unzip and run. Here is the information on the texture headers in the .k files if you are interested(the .res files omit unknown1):

Code: Select all

unsigned long int unknown1; // equals 1
unsigned short int unknown2; // equals 1
unsigned short int unknown3; // equals 4
unsigned long int unknown4; // equals 0
unsigned long int unknown5; // equals 0
BYTE unknown6; // 0x29
BYTE dxtType; // 0x0C=DXT1 0x0F=DXT5
BYTE widthAndMips; // first nibble=width  second nibble=# of MipMaps
BYTE Length;
unsigned long int unknown6; // equals 0

Width and length are calculated as follows:
Length or Width    Size Dimension
3                         8
4                         16
5                         32
6                         64
7                         128
8                         256
9                         512
If you would, please upload it to the appropriate directory and put a link on the Wiki page. Please leave the older version in case people have a problem with this one. I tested it as much as I had time to. I'm going to try and get the models out of the model files. The offsets are correct now.

Thanks,
jasmine
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Post by keshire » Tue Oct 03, 2006 12:10 pm

I'm going to try and get the models out of the model files.
Unless you plan on writing a plugin for your app of choice you'll need to figure out what you want to do with the morph targets. I had written down the file specs for the model format on one of the incarnations of NinjaHacker. I've always stated if there was enough interest I'd pick it back up again.

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Post by Mr.Mouse » Tue Oct 03, 2006 12:32 pm

Ok, link updated at the wiki. :)

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Post by keshire » Wed Oct 04, 2006 11:00 am

Found an old post via xbox-scene. Not the full spec.

http://forums.xbox-scene.com/index.php?showtopic=432594

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Post by jasmine » Wed Oct 04, 2006 7:08 pm

Thanks for the info. I actually had a previous post of yours saved to a text file. I'm having a problem understanding the section after the faces. It is all floats with an integer value but I don't know what determines the size of this section. Here is the info that I have gotten from the female model sections (by the way, the new version extracts the model.bin correctly now). I still need to find the bones' position and rotation. It would be nice to write a MilkShape plugin for this.

Code: Select all

unsigned long int version;
unsigned long int unknown1;
unsigned long int numBones;

// for number of bones//////
unsigned long int nameLength;
char *name;
float x;
float y;
float z;
//////////////////////////

unsigned long int unknown2;

unsigned long int numMeshes;

// for number of meshes/////
unsigned long int nameLength;
char *name;
unsigned long int unknown3;
unsigned long int unknown4;
////////////////////////////

unsigned long int numVerts;

// for number of verts //// I think this is the correct order for verts, normals, uv
float vert[3]; 
float normal[3];
float uv[2];
float unknown5[18];
///////////////////////////

unsigned long int numFaces;

// for number of faces //// Faces appear to be in triangle strips
unsigned short face;
//////////////////////////

unsigned long int unknown6;
unsigned long int unknown7;
unsigned long int unknown8;
unsigned long int unknown9; // 0xFFFF
unsigned long int unknown10; // 0xFFFF
unsigned long int unknown11;
unsigned long int unknown12;
float unknown13[?]; // <--Don't understand what this is or how to calculate size of section

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Post by keshire » Thu Oct 05, 2006 6:03 am

Next time I get a chance I'll take a look at it. Glad you got the model extraction corrected. :)

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