Seven Knights Android (.nxm)

Post questions about game models here, or help out others!
anime663
veteran
Posts: 102
Joined: Mon Jun 04, 2012 1:45 am
Has thanked: 19 times
Been thanked: 2 times

Seven Knights Android (.nxm)

Post by anime663 » Sun Jun 29, 2014 12:30 pm

Can someone make noesis or max script for the new android game by netmarble?they use .nxm format for the models.
i am trying using hex2obj but my knowledge for hex editor too low (sadly) :roll:

a reply will be appreciated!
thank you :D
You do not have the required permissions to view the files attached to this post.

systemchester
n00b
Posts: 13
Joined: Fri Apr 02, 2010 2:44 am

Re: Seven Knights Android (.nxm)

Post by systemchester » Thu Feb 26, 2015 9:09 am

the same problem about exactor the model

the nexus game developer team make the model files .nxm the motion files .nxa

User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 2633
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 649 times
Been thanked: 1352 times

Re: Seven Knights Android (.nxm)

Post by shakotay2 » Thu Feb 26, 2015 2:48 pm

you may check what's wrong with the uvs:
SevenKnightsAndroid.JPG
(Guess I took too many face indices/vertices.)

hmm, 0x3E8: 21 05 00 00 -> 1313 (dec.)

(0x3FC: 8C 3D 00 00= 15756 (dec.) = 12x1313, size of vertex data block,
0xEF9D: 02 13 00 00= 4866 (dec.), face indices count
You do not have the required permissions to view the files attached to this post.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

systemchester
n00b
Posts: 13
Joined: Fri Apr 02, 2010 2:44 am

Re: Seven Knights Android (.nxm)

Post by systemchester » Fri Feb 27, 2015 5:15 am

shakotay2 wrote:you may check what's wrong with the uvs:
SevenKnightsAndroid.JPG
(Guess I took too many face indices/vertices.)

hmm, 0x3E8: 21 05 00 00 -> 1313 (dec.)

(0x3FC: 8C 3D 00 00= 15756 (dec.) = 12x1313, size of vertex data block,
0xEF9D: 02 13 00 00= 4866 (dec.), face indices count
i re import the model maybe the uv is right could you try it again?
http://pan.baidu.com/s/1pJOFi9X

barti
veteran
Posts: 148
Joined: Sun Apr 01, 2012 12:44 pm
Has thanked: 51 times
Been thanked: 101 times

Re: Seven Knights Android (.nxm)

Post by barti » Fri Feb 27, 2015 12:43 pm

shakotay2 wrote:you may check what's wrong with the uvs:
-- snip --
(Guess I took too many face indices/vertices.)
I think it's more likely that the model just uses multiple material IDs.
There's clearly another texture referenced inside the mesh file: c_0011_evan_02.png

User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 2633
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 649 times
Been thanked: 1352 times

Re: Seven Knights Android (.nxm)

Post by shakotay2 » Sat Feb 28, 2015 9:31 am

barti wrote:I think it's more likely that the model just uses multiple material IDs.
yeah, but where to search for them?
There's a table of maybe 1313 words at 0x6ABC but seems creating submeshes is easier than analyzing:
SevenKn_SM.JPG
You do not have the required permissions to view the files attached to this post.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

systemchester
n00b
Posts: 13
Joined: Fri Apr 02, 2010 2:44 am

Re: Seven Knights Android (.nxm)

Post by systemchester » Sun Mar 01, 2015 9:56 am

shakotay2 wrote:
barti wrote:I think it's more likely that the model just uses multiple material IDs.
yeah, but where to search for them?
There's a table of maybe 1313 words at 0x6ABC but seems creating submeshes is easier than analyzing:
SevenKn_SM.JPG
You do not have the required permissions to view the files attached to this post.

User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 2633
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 649 times
Been thanked: 1352 times

Re: Seven Knights Android (.nxm)

Post by shakotay2 » Sun Mar 01, 2015 11:50 am

building_submeshes.JPG
the arrow hinting to the face indices is marking the border of the upper body submesh.
The submesh name is submesh_0.
You do not have the required permissions to view the files attached to this post.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 2633
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 649 times
Been thanked: 1352 times

Re: Seven Knights Android (.nxm)

Post by shakotay2 » Mon May 18, 2015 6:15 pm

Due to a user's request I've checked another model (c_0216):
c_0216.JPG
You'll have to find the correct border between submeshes for yourself.
(remember that hex2obj creates submeshes every 500 faces. But the real borders are different, maybe stored in the format.)

It's not too hard for this model. In c_0216_export_0.obj comment out g submesh_ 1 to 5 by a #
and insert no 1 here:
f 2145/2145 2154/2154 2146/2146
f 2149/2149 2153/2153 2150/2150
g submesh_1
f 573/573 574/574 575/575
f 575/575 576/576 573/573
You do not have the required permissions to view the files attached to this post.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 2633
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 649 times
Been thanked: 1352 times

Re: Seven Knights Android (.nxm)

Post by shakotay2 » Sun Nov 04, 2018 11:17 am

As I remembered me being a member of most secret "Riders of dead horses" club :D I feel obliged to do another contribution to this thread (though not sure whether h_7308_export.nxm belongs to this game):
KhunAgueroAgnes.png
Interesting thing: you can interpret data being sequential, too:

0x14E69 6408
Vb0
0x56B6
0x406 1762
020000
0x0 255

Or, it's 'seq' and all sequential formats can be exported with 'VB' (where a vertex block of 3 floats isn't really a combined vertex block, as I wrote here: viewtopic.php?f=29&t=10894&p=143658&hil ... ed#p143658)
You do not have the required permissions to view the files attached to this post.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

kim743
ultra-n00b
Posts: 8
Joined: Fri Sep 16, 2016 6:32 pm
Has thanked: 3 times

Re: Seven Knights Android (.nxm)

Post by kim743 » Wed Jan 02, 2019 7:49 am

So we can only extract models from this game as .obj? Any method to get bones as well? (:

User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 2633
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 649 times
Been thanked: 1352 times

Re: Seven Knights Android (.nxm)

Post by shakotay2 » Wed Jan 02, 2019 12:14 pm

Always the same as long as there does no script exist:
search for the bone names in nxm (Bip001... here), build the hierarchy, get the matrices (with positions and rotations), create an smd file from it

(It's about 4 and a half years now and noone has done it - so very unlikely that someone will do...)
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

kim743
ultra-n00b
Posts: 8
Joined: Fri Sep 16, 2016 6:32 pm
Has thanked: 3 times

Re: Seven Knights Android (.nxm)

Post by kim743 » Wed Jan 02, 2019 12:41 pm

shakotay2 wrote: search for the bone names in nxm (Bip001... here), build the hierarchy, get the matrices (with positions and rotations), create an smd file from it
Can you elaborate that with more details? I would like to give at least a shot. (it's learning, after all)

User avatar
shakotay2
MEGAVETERAN
MEGAVETERAN
Posts: 2633
Joined: Fri Apr 20, 2012 9:24 am
Location: Nexus, searching for Jim Kirk
Has thanked: 649 times
Been thanked: 1352 times

Re: Seven Knights Android (.nxm)

Post by shakotay2 » Thu Jan 03, 2019 12:04 pm

you may read my posts here concerning the creation of an smd file for a skeleton:
viewtopic.php?f=16&t=19223
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

kim743
ultra-n00b
Posts: 8
Joined: Fri Sep 16, 2016 6:32 pm
Has thanked: 3 times

Re: Seven Knights Android (.nxm)

Post by kim743 » Fri Jan 04, 2019 8:48 am

shakotay2 wrote:you may read my posts here concerning the creation of an smd file for a skeleton:
viewtopic.php?f=16&t=19223
Thank you! I will take a look into it.

Post Reply