Skyforge .bin

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Acewell
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Re: Skyforge .bin

Post by Acewell » Mon Mar 27, 2017 6:04 pm

don't know, i don't have or play the game, but if it isn't "geometry.bin" then it likely won't open with the script

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Re: Skyforge .bin

Post by OriginOfWaves » Tue Mar 28, 2017 11:58 am

parttimegamer15 wrote:
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
all the materiallayer.bin files are packed textures. as Ace said his plugin for noesis opens geometry.bin files. if you're missing the geometry.bin file then something might have went wrong during the unpacking process. for which armor are you missing the geometry.bin file?

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Re: Skyforge .bin

Post by slawdos » Tue May 16, 2017 1:07 am

https://habrahabr.ru/company/mailru/blog/248873/ Here is a description of the device models.

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Re: Skyforge .bin

Post by lxxxk » Sat Aug 05, 2017 4:13 am

all the materiallayer.bin files are packed textures.

unpack textures script plz

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Re: Skyforge .bin

Post by Acewell » Wed Aug 09, 2017 7:19 am

lxxxk wrote:all the materiallayer.bin files are packed textures.

unpack textures script plz
upload some samples for examination please (:

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Re: Skyforge .bin

Post by lxxxk » Thu Aug 10, 2017 9:15 am


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Re: Skyforge .bin

Post by Acewell » Thu Aug 10, 2017 3:19 pm

heres a Noesis python script to open your sample :D
tex_Skyforge_MaterialLayer_bin.zip
supports dxt5 and is set to display all mips :D
if some textures appear invisible just press F11 to disable viewport transparency while viewing.
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Re: Skyforge .bin

Post by lxxxk » Fri Aug 11, 2017 3:11 am

thanks
Image
Model broken, please fixes

heres a model samples

http://zheli.org/data/20170811101342.rar

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Re: Skyforge .bin

Post by Acewell » Fri Aug 11, 2017 4:55 am

the problem with these model files has always been there is no header, just the total buffer sizes for vertex block and indices are stored.
your sample has face indices that reset to "00 00" five times, could be LODs or accessories, i didn't check.
that reset in the indices is the only indication there may be submeshes, so changing the script to make
it work for this sample could break it for others because detecting this "reset" may not be reliable.
Geometry_bin.png
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Re: Skyforge .bin

Post by shakotay2 » Fri Aug 11, 2017 3:01 pm

yep, some armor and lod:
Skyforge_geom.jpg
H2O file for upper part of pic:

0x16CC36 16035
Vb1
24 8
0x743A8 3928
020400
0x0 255
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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 » Sat Aug 12, 2017 6:03 pm

AceWell wrote:heres a Noesis python script to open your sample :D
tex_Skyforge_MaterialLayer_bin.zip
supports dxt5 and is set to display all mips :D
if some textures appear invisible just press F11 to disable viewport transparency while viewing.
thanks for this but word of warning as not all textures are dxt5, found some r8g8b8a8_unorm in the mix.

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Re: Skyforge .bin

Post by Acewell » Sat Aug 12, 2017 6:15 pm

OriginOfWaves wrote:not all textures are dxt5, found some r8g8b8a8_unorm in the mix.
upload some samples and i'll have a look, these files have no header or anything
so there isn't a whole lot one can do with them other than extracting by hand. :)

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Re: Skyforge .bin

Post by liuxing » Sun Mar 04, 2018 11:52 pm

AceWell wrote:
OriginOfWaves wrote:not all textures are dxt5, found some r8g8b8a8_unorm in the mix.
upload some samples and i'll have a look, these files have no header or anything
so there isn't a whole lot one can do with them other than extracting by hand. :)
https://drive.google.com/open?id=12e0Z9 ... nm7M3EHHyt

all char in this file.please look it and fix python.

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Re: Skyforge .bin

Post by Acewell » Wed Mar 07, 2018 8:30 am

there is no fixing, the files lack a header and there is no way to tell what the format or
dimensions are, the only factor to work from is the size of each mip which is not reliable. :]
unless someone locates files in the game containing the headers there is nothing more i can do, sorry. :(
you can always use TextureFinder or Rawtex to get the images in a usable state. :)

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Re: Skyforge .bin

Post by slawdos » Thu May 03, 2018 3:12 am

Hi! I use fmt_Skyforge_bin.py, but mesh have many issue:

Image

How fix it?

https://drive.google.com/open?id=1j3a8C ... 7iAY42uCn4

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