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Casltevania Lords of Shadow 2 Demo

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zardalu
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Casltevania Lords of Shadow 2 Demo

Post by zardalu » Sun Jan 19, 2014 5:39 pm

Thanks to Ekey for the Castlevania LOS 2 Demo ".packed" archive script. The textures are just plain old .dds files. The models have been changed somewhat from Castlevania LOS format.

Here is a link to some of the .msh files from the characters and levels. Support in Noesis would be unbelievably cool. The files are from the XBox360 version for no other reason than it was easier to get. The PS3 and Xbox archives are about the same size so I'm guessing there's not much difference in the texture resolutions.

http://www.sendspace.com/file/mz2osp

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Re: Casltevania Lords of Shadow 2 Demo

Post by Karpati » Sat Feb 01, 2014 9:50 pm

I added the Mercury Steam Engine 2 (Castlevania: Lords of Shadow 2) *.MSH loader module to the 3D Object Converter and I uploaded this version to my web page:

http://3doc.i3dconverter.com/downloads/ ... rtable.zip

I did not find the material assignments, but my loader program generates a default material to all subobjects.


You can add the texture file to the material table by hand using the following procedure:
- open the .msh file
- click on the Object, Bone, Material selector on the toolbar (from right the 1st icon on the toolbar)
- click on the Materials line
- right click on the Material* line
- browse the texture file. (The texture files must be in same directory than the geometry files) .
- OK

- (Click on the textured view icon.)

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Re: Casltevania Lords of Shadow 2 Demo

Post by zardalu » Mon Feb 03, 2014 5:07 pm

Excellent work, thanks Karpati. I have tested the updated 3D Object Converter and a few of the levels give a "stream read" error or loading, but it works perfectly with all of the character/object models. Thanks!!

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Re: Casltevania Lords of Shadow 2 Demo

Post by Karpati » Mon Feb 03, 2014 8:34 pm

I did not know that your sample file package have several .msh files in the levels directory.
I did find an unhandled vertex format and I modified my .msh loader module a little bit.

http://3doc.i3dconverter.com/downloads/ ... rtable.zip

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Re: Casltevania Lords of Shadow 2 Demo

Post by zardalu » Wed Feb 05, 2014 1:10 am

Fantastic, works perfectly!! thanks again Karpati

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Re: Casltevania Lords of Shadow 2 Demo

Post by erik945 » Fri Feb 28, 2014 8:02 am

Karpati wrote:I did not know that your sample file package have several .msh files in the levels directory.
I did find an unhandled vertex format and I modified my .msh loader module a little bit.

http://3doc.i3dconverter.com/downloads/ ... rtable.zip
This plugin don't work for final version. Did you can update it?

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Re: Casltevania Lords of Shadow 2 Demo

Post by Karpati » Fri Feb 28, 2014 8:34 am

erik945 wrote:This plugin don't work for final version. Did you can update it?
I don't have this game, but can you send some sample .msh files to 3dconverter@gmail.com ?

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Re: Casltevania Lords of Shadow 2 Demo

Post by zardalu » Fri Feb 28, 2014 2:21 pm

Hi Karpati, I have sent you a pm

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Re: Casltevania Lords of Shadow 2 Demo

Post by zaramot » Fri Feb 28, 2014 2:40 pm

Can someone send me model samples from final PC version of the game? I wrote maxscript with bones+weights support for final PS3/Xbox 360 versions of the game, I want to check PC version too. Thanks
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Re: Casltevania Lords of Shadow 2 Demo

Post by erik945 » Fri Feb 28, 2014 4:39 pm

Karpati wrote:
erik945 wrote:This plugin don't work for final version. Did you can update it?
I don't have this game, but can you send some sample .msh files to 3dconverter@gmail.com ?
send to e-mail (PC version).

For all:
http://www.sendspace.com/file/69bfbb

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Re: Casltevania Lords of Shadow 2 Demo

Post by Karpati » Fri Feb 28, 2014 5:42 pm

Zardalu, Erik945

Thank you for your great sample files.

I tracked down what was the problem:
The XBOX and the PC version are using different byte order in the .msh files (it is a simple, but classical problem.)

I modified my .msh loader module a little bit and I uploaded it to my web page:
http://3doc.i3dconverter.com/downloads/ ... rtable.zip

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Re: Casltevania Lords of Shadow 2 Demo

Post by erik945 » Fri Feb 28, 2014 6:20 pm

Thank you very much! :up:

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Re: Casltevania Lords of Shadow 2 Demo

Post by zaramot » Fri Feb 28, 2014 7:59 pm

Thanks a lot for PC samples, works great. Format is the same as for Xbox-360/PS3 versions :) As Karpati said, PC version just using different byte order
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Re: Casltevania Lords of Shadow 2 Demo

Post by erik945 » Fri Feb 28, 2014 8:11 pm

zaramot wrote:Thanks a lot for PC samples, works great
Good!
When you plan release script?
p.s. and, if you can, for Dragon's Dogma.

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Re: Casltevania Lords of Shadow 2 Demo

Post by unlimited32 » Sat Mar 08, 2014 1:43 pm

Karpati wrote:Zardalu, Erik945

Thank you for your great sample files.

I tracked down what was the problem:
The XBOX and the PC version are using different byte order in the .msh files (it is a simple, but classical problem.)

I modified my .msh loader module a little bit and I uploaded it to my web page:
http://3doc.i3dconverter.com/downloads/ ... rtable.zip


Is this possible to do for LOS2? it works for los1, reverie and ressurection ps3 files! As you can see you did this once and this is a really nice feature. I requested this a long time ago! In LOS2 almost all dds textures are located in other folders than the model foldres so its hard to track down dds files, but in this way it is easy to see exactly what the name of the dds texture file is. if this is possible to make again, then, please make it so. Thank You!!!
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