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Super Hero Generations *.MBG

Post questions about game models here, or help out others!
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Arymond
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Super Hero Generations *.MBG

Post by Arymond » Tue Oct 20, 2015 4:57 am

I have been looking looking for a way to convert the models form this game to at lest a un-rigged mesh. if anyone is to help me i have the files uncompressed and with it's textures. No Normal Map because i didn't understand the format of the DDS.

https://www.dropbox.com/s/bikcc9ypc18mq ... K.rar?dl=0
Includes:
The Model File (Uncompressed?). the Diffuse Specular and Alpha Mask Textures. the Model is the Bird Greeed Ankh (Arm) from Kamen Rider OOO.

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shakotay2
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Re: Super Hero Generations *.MBG

Post by shakotay2 » Tue Oct 20, 2015 12:03 pm

this MBG file is not compressed - the format is just a little bit funny :D
SuperHeroGen-hr038_0001_01_b0_m01.jpg
(After some superfluous C coding I realized that getting a wavefront obj should be possible with hex2obj, too.)
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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."

Arymond
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Re: Super Hero Generations *.MBG

Post by Arymond » Tue Oct 20, 2015 4:53 pm

ooh how did you do that did you write a script for it? i haven't under stood for hex editing works yet for models. hex2obj was just giving me bloated obj files that don't load.

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shakotay2
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Re: Super Hero Generations *.MBG

Post by shakotay2 » Tue Oct 20, 2015 5:21 pm

i did not see how simple the format is:
hr038.jpg
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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."

Arymond
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Re: Super Hero Generations *.MBG

Post by Arymond » Tue Oct 20, 2015 6:44 pm

hmm interesting Thanks a bundle. I need to figure out how this works... there are other models i want to pop out from this game too.

edit:
Also it seems that the Torn Cloths are missing
They are in the first picture.
i figure out how to find the models but thats it...

er45_01 The White Wizard.

https://www.dropbox.com/s/ot7opi7nwkcb1 ... 1.mbg?dl=0

Image

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shakotay2
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Re: Super Hero Generations *.MBG

Post by shakotay2 » Tue Oct 20, 2015 11:15 pm

well, yes, using hex2obj is more than copying addresses :D

Here you have to search for the first occurence of the pattern 01 00 00 00 0C to get the vertices start address: 0x59E.
(First submesh?)
er045.jpg
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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."

Arymond
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Re: Super Hero Generations *.MBG

Post by Arymond » Tue Oct 20, 2015 11:45 pm

shakotay2 wrote:well, yes, using hex2obj is more than copying addresses :D

Here you have to search for the first occurence of the pattern 01 00 00 00 0C to get the vertices start address: 0x59E.
(First submesh?)
er045.jpg
yeah it should have more meshs: his hands, the chest ring holders, the Belt, cloak, coat tails and his cane.
Image\

Edit: i think i got the wrong address because it seems incomplete in the face. or the wrong face count?

thank you for explaining how it works in a way i understand

Image

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