Skyforge .bin

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Skyforge .bin

Post by ghostx2015 » Thu Nov 05, 2015 4:41 am


Szkaradek123
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Re: Skyforge .bin

Post by Szkaradek123 » Sun Nov 22, 2015 12:08 pm

Hi

Files like "Skyforge_Characters\Female\Skins\Armors\Robot\Base.Skin-Geometry.bin" have only mesh data.
No info about submeshes, lods, vertex stride, only vertexdata size and indicedata size.
Vertex position is as floats from 3 x 2bytes (3 shorts).


Files like "Skyforge_Characters\Female\Skins\Armors\Robot\Base-MaterialLayer.bin" have image data.
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Re: Skyforge .bin

Post by zaramot » Sun Nov 22, 2015 12:55 pm

Yes, .bin from character's folder stores only raw mesh/image data inside. There's a big files which stores all information about any object in the game - mesh/textures/skeleton it's about ~270-280mb in size. I have script for model import, but it's in "beta" stage, though it's importing most of player models (maybe vehicles too or weapons)
Making model-import scripts, PM

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Re: Skyforge .bin

Post by freakshow » Mon Nov 30, 2015 8:14 pm

Zaramot any chance you can share your script? also will it work for Allods online?

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Re: Skyforge .bin

Post by MrMoonKr » Tue Dec 01, 2015 8:12 am

Szkaradek123 , How did you get 3-floats from 3-shorts ?
3-shorts are 3-half ( floats ) ?

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Re: Skyforge .bin

Post by zaramot » Tue Dec 01, 2015 10:38 am

I can, but script is in very early stage :( You will get character models (not all of them) and that's all, and no rig! Should finish it, at least with rig support, after I will end with other game I'm working on now
Making model-import scripts, PM

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Re: Skyforge .bin

Post by shakotay2 » Tue Dec 01, 2015 7:40 pm

Female_Skins_Armors_Robot_Base-Skin-Geom_.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."

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Re: Skyforge .bin

Post by OriginOfWaves » Mon Aug 22, 2016 8:57 pm

shakotay2 wrote:
Female_Skins_Armors_Robot_Base-Skin-Geom_.jpg
thanks for the model shakotay2

not sure if people are still trying to extract assets form Skyforge but i have managed to extract some textures.

Image

Are people still interested in reverse engineering this game? they made one of the most optimized and good looking game engines i've ever seen. their textures are a little bit unusual.

i documented my findings about the textures here viewtopic.php?f=18&t=12828&p=121865#p121865 if anyone's intetested

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Re: Skyforge .bin

Post by freakshow » Sat Feb 11, 2017 6:02 pm

Bump, any progress on the script?

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Re: Skyforge .bin

Post by Acewell » Sun Feb 12, 2017 8:24 am

here is a Noesis python script to open the Geometry.bin samples :D
fmt_Skyforge_bin.zip
supports geometry and UVs
and it looks like there are overlapping LOD meshes that need separating
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Re: Skyforge .bin

Post by parttimegamer15 » Sun Mar 19, 2017 2:46 am

AceWell wrote:here is a Noesis python script to open the Geometry.bin samples :D
fmt_Skyforge_bin.zip
supports geometry and UVs
and it looks like there are overlapping LOD meshes that need separating
Help, getting the following error...I am trying to extract from the Visual.Characters pak files
File "G:\Program Files\ModTools\Noesisv4206\plugins\python\fmt_Skyforge_bin.py", line 36, in noepyLoadModel
rapi.rpgCommitTriangles(IBuf, noesis.RPGEODATA_USHORT, FCount, noesis.RPGEO_TRIANGLE, 1) #SHORT for word indices
RuntimeError: Number of indices must be evenly divisible by 3 with RPGEO_TRIANGLE

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Re: Skyforge .bin

Post by Acewell » Sun Mar 19, 2017 10:24 am

easy fix, looks like it uses triangle strips instead but i would need to see the sample for testing.

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Re: Skyforge .bin

Post by parttimegamer15 » Sun Mar 19, 2017 5:02 pm

AceWell wrote:easy fix, looks like it uses triangle strips instead but i would need to see the sample for testing.
Ace, what info do you need? When you say sample do you want the file that I was trying to open?

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Re: Skyforge .bin

Post by Acewell » Sun Mar 19, 2017 5:31 pm

yeah upload some that don't work so i can test before updating the script.

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Re: Skyforge .bin

Post by parttimegamer15 » Mon Mar 27, 2017 4:34 pm

AceWell wrote:yeah upload some that don't work so i can test before updating the script.
Ace, sorry for the delay in replying. I tried again today but I think I am not even getting the basics right...The bin file I am trying to export is under the following folder...Not sure this is the path I should be using (I can't see anything starting with geometry.bin or anything that sounds like mesh file...
Image

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