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How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

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adragonballs
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Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Mod

Post by adragonballs » Thu Mar 19, 2020 2:37 am

JosouKitsune wrote:
Sun Mar 15, 2020 4:04 am
adragonballs wrote:
Sun Mar 15, 2020 2:54 am
can you make (make h2o ben 10 alien force vilgax attacks) plz?
First, nice necro. Second, you gotta provide samples.
sorry i couldn't provide the samples, reason: i dont have the game yet i will provide samples as soon i get my hands on the game
by the way thanx for shearing interest.

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Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Mod

Post by adragonballs » Sat Mar 21, 2020 2:29 am

JosouKitsune wrote:
Sun Mar 15, 2020 4:04 am
adragonballs wrote:
Sun Mar 15, 2020 2:54 am
can you make (make h2o ben 10 alien force vilgax attacks) plz?
First, nice necro. Second, you gotta provide samples.
https://mega.nz/#!DzJilAII!j0PM_g9RT3U_ ... c-VA8iI14w

its a link to some sample of ben 10 alien force vilgax attacks xbox 360 game global

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Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Post by adragonballs » Sat Mar 21, 2020 2:38 am

here is a link to ben 10 vilgax attacks game's global samples. they are from xbox 360's game

https://mega.nz/#!DzJilAII!j0PM_g9RT3U_ ... c-VA8iI14w

can someone make "make h2o ben 10 alien force vilgax attacks"??

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reh
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Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Post by reh » Wed Mar 25, 2020 5:13 pm

adragonballs wrote:
Sat Mar 21, 2020 2:38 am
here is a link to ben 10 vilgax attacks game's global samples. they are from xbox 360's game

https://mega.nz/#!DzJilAII!j0PM_g9RT3U_ ... c-VA8iI14w

can someone make "make h2o ben 10 alien force vilgax attacks"??
If I'm not mistaken, the models for this game are not in the global folder, I believe they are in the folders that start with "l_".

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Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Post by adragonballs » Sun Mar 29, 2020 2:03 am

https://mega.nz/#F!KjpCgI6D!Bt6-lVyziI98DqvJV8YGPQ


here are the samples of ben 10 vilgax attacks they are from xbox 360's game


can someone make "make h2o ben 10 alien force vilgax attacks"??

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Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Mod

Post by adragonballs » Sun Mar 29, 2020 2:20 am

maxresdefault (1).jpg
shakotay2 wrote:
Wed Mar 18, 2020 10:02 pm
adragonballs wrote:
Wed Mar 18, 2020 2:04 am
g_uec.ps3 is not making any model
Read the How_to_use txt file.
(H2O files are being created which can be read by hex2obj's multimesh feature to create several obj files.)
first l_romd_d.ps3 boss cant get extracted properly
Don't have that sample.
file starts with i_xxx_d.ps3 has more then 100 plz remove the limet
done.
.
MakeH2O-bins-Ben10UA.zip

Code: Select all

Tool creates H2O files - some of them will "produce" .objx files when using them with [i]hex2obj[/i]'s multi mesh feature.
Usually you can rename them to .obj and load normally.

Some meshes will look spoiled.

Some H2O files will result in obj files containing[b] QNAN[/b]s ("not a number")
(-1.#QNAN0 for example)

To perform a multiple obj import into blender (use load_multi_obj_blender2.69.py)
you'll need to sort out all obj files containing "QNAN"s before.

(Use a tool capable of "search cross files".)
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Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Mod

Post by adragonballs » Sun Mar 29, 2020 2:21 am

adragonballs wrote:
Sun Mar 29, 2020 2:20 am
maxresdefault (1).jpg
shakotay2 wrote:
Wed Mar 18, 2020 10:02 pm
adragonballs wrote:
Wed Mar 18, 2020 2:04 am
g_uec.ps3 is not making any model
Read the How_to_use txt file.
(H2O files are being created which can be read by hex2obj's multimesh feature to create several obj files.)
first l_romd_d.ps3 boss cant get extracted properly
Don't have that sample.
file starts with i_xxx_d.ps3 has more then 100 plz remove the limet
done.
.
MakeH2O-bins-Ben10UA.zip

Code: Select all

Tool creates H2O files - some of them will "produce" .objx files when using them with [i]hex2obj[/i]'s multi mesh feature.
Usually you can rename them to .obj and load normally.

Some meshes will look spoiled.

Some H2O files will result in obj files containing[b] QNAN[/b]s ("not a number")
(-1.#QNAN0 for example)

To perform a multiple obj import into blender (use load_multi_obj_blender2.69.py)
you'll need to sort out all obj files containing "QNAN"s before.

(Use a tool capable of "search cross files".)
https://mega.nz/#!Pip3CLxb!nxMMN-8F3F85 ... QHsujMIl88

link to l_romd_d.ps3

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reh
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Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Post by reh » Sun Mar 29, 2020 6:17 am

adragonballs wrote:
Sun Mar 29, 2020 2:03 am
https://mega.nz/#F!KjpCgI6D!Bt6-lVyziI98DqvJV8YGPQ


here are the samples of ben 10 vilgax attacks they are from xbox 360's game


can someone make "make h2o ben 10 alien force vilgax attacks"??
There are other models in the same file.
l_bell_d.xbx.png
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Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Post by reh » Sun Mar 29, 2020 6:26 am

If that helps, it seems that to find the other models, just search for "00 02 01 1B". In this block, you can also see the vertex count and the face count.
image.png
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Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Mod

Post by shakotay2 » Sun Mar 29, 2020 7:57 am

adragonballs wrote:
Sun Mar 29, 2020 2:20 am
this guy is missing in l_romd_d.ps3
There's about 2035 *.obj files created from l_romd_d.ps3. Did you import/check them all?
reh wrote:
Sun Mar 29, 2020 6:26 am
If that helps, it seems that to find the other models, just search for "00 02 01 1B". In this block, you can also see the vertex count and the face count.
Here's a Noesis script for the first submesh. You may expand it with a loop to get all submeshes:
.

Code: Select all

from inc_noesis import *
import noesis
import rapi

def registerNoesisTypes():
	handle = noesis.register("GetBen10-UA-CDM",".xbx")
	noesis.setHandlerTypeCheck(handle, noepyCheckType)
	noesis.setHandlerLoadModel(handle, noepyLoadModel)
	return 1
	
NOEPY_HEADER = "vap"

def noepyCheckType(data):
   bs = NoeBitStream(data)
   if len(data) < 3:
      return 0
   if bs.readBytes(3).decode("ASCII") != NOEPY_HEADER:
      print("'vaps' not found!")
      return 0
   return 1  

def noepyLoadModel(data, mdlList):
	ctx = rapi.rpgCreateContext()
	bs = NoeBitStream(data)
	bs.setEndian(NOE_BIGENDIAN)
	rapi.rpgSetOption(noesis.RPGOPT_BIGENDIAN, 1)
	addr=bs.tell()
	fileBuff = bs.data[addr:bs.dataSize]
	addr1= fileBuff.find(b'\x00\x02\x01\x1B')
	addr += addr1
	bs.seek(addr)
	bs.seek(4, NOESEEK_REL)# skip signature

	# counts
	vCnt = bs.readUInt()
	du = bs.readUInt()#dummy
	fCnt = bs.readUInt()
	bs.seek(22*16+4, NOESEEK_REL)# this offset maybe different for other model files
	print("vCnt, fCnt", vCnt,fCnt)
	FVFsize = int(44)
	offset= bs.tell()
	VBSize = vCnt * FVFsize
	print("verts at:", hex(offset), VBSize)
	VBuff = bs.readBytes(VBSize)
	rapi.rpgBindPositionBufferOfs(VBuff, noesis.RPGEODATA_FLOAT, FVFsize, 0)
	rapi.rpgBindUV1BufferOfs(VBuff, noesis.RPGEODATA_FLOAT, FVFsize, 36)
	bs.seek(16, NOESEEK_REL)
	offset= bs.tell()
	print("FIs at:", hex(offset))
	FBuff = bs.readBytes(fCnt*2)
	rapi.rpgCommitTriangles(FBuff, noesis.RPGEODATA_USHORT, fCnt, noesis.RPGEO_TRIANGLE, 1)

	mdl = rapi.rpgConstructModel()
	mdlList.append(mdl)
	
	rapi.rpgClearBufferBinds()
	return 1
btw: most important line for the bigendian thingie: rapi.rpgSetOption(noesis.RPGOPT_BIGENDIAN, 1)
Obviously using bs.setEndian(NOE_BIGENDIAN) is not sufficient -
rapi.rpgCommitTriangles() must be "told" how to interpret the FBuff data by adding this line:
rapi.rpgSetOption(noesis.RPGOPT_BIGENDIAN, 1)

(This seems a little bit confusing to me since the script even works in case you place
rapi.rpgSetOption(noesis.RPGOPT_BIGENDIAN, 1) AFTER
rapi.rpgBindPositionBufferOfs(VBuff, noesis.RPGEODATA_FLOAT, FVFsize, 0).

So rapi.rpgBindPositionBufferOfs() "relies" on bs.setEndian(NOE_BIGENDIAN)!?)
.
l_bell_d-xbx.png
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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: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Post by shakotay2 » Thu Apr 30, 2020 11:27 am

I was asked to create that (above mentioned) loop, well, I really was in the hope, that you could do it for yourself.

As from me you only get it quick 'n dirty, as you may know :D (so don't blame me).
I've limited it to 5 (out of 21) models from l_bell_d.xbx, because some come out ugly (require noesis.RPGEO_TRIANGLE_STRIP, and whatever other change):
.
l_bell_d-xbx_5_models.png

Code: Select all

from inc_noesis import *
import noesis
import rapi

def registerNoesisTypes():
	handle = noesis.register("GetBen10-UA-CDM",".xbx")
	noesis.setHandlerTypeCheck(handle, noepyCheckType)
	noesis.setHandlerLoadModel(handle, noepyLoadModel)
	return 1
	
NOEPY_HEADER = "vap"

def noepyCheckType(data):
   bs = NoeBitStream(data)
   if len(data) < 3:
      return 0
   if bs.readBytes(3).decode("ASCII") != NOEPY_HEADER:
      print("'vaps' not found!")
      return 0
   return 1  

def noepyLoadModel(data, mdlList):
	ctx = rapi.rpgCreateContext()
	bs = NoeBitStream(data)
	bs.setEndian(NOE_BIGENDIAN)
	#rapi.rpgSetOption(noesis.RPGOPT_BIGENDIAN, 1)

	addr=bs.tell(); addr1=0; cnt= 0
	#while addr != addr1 :
	while cnt < 5 :
		fileBuff = bs.data[addr:bs.dataSize]#todo: Size has to be reduced with each run
		addr1= fileBuff.find(b'\x00\x02\x01\x1B')
		addr += addr1
		bs.seek(addr)
		#offset= bs.tell()
		#print("sig at:", hex(offset))
		bs.seek(4, NOESEEK_REL)# skip signature

		# counts
		vCnt = bs.readUInt()
		du = bs.readUInt()#dummy
		fCnt = bs.readUInt()
		bs.seek(22*16+4, NOESEEK_REL)# this offset may be different for other model files
		print("vCnt, fCnt", vCnt,fCnt)
		# 
		FVFsize = int(44)
		offset= bs.tell()
		VBSize = vCnt * FVFsize
		print("verts at:", hex(offset), VBSize)
		VBuff = bs.readBytes(VBSize)
		#print(VBuff)
		rapi.rpgBindPositionBufferOfs(VBuff, noesis.RPGEODATA_FLOAT, FVFsize, 0)
		rapi.rpgBindUV1BufferOfs(VBuff, noesis.RPGEODATA_FLOAT, FVFsize, 36)
		bs.seek(16, NOESEEK_REL)
		offset= bs.tell()
		print("FIs at:", hex(offset))
		#return 1
		FBuff = bs.readBytes(fCnt*2)
		#print(FBuff)
		rapi.rpgSetOption(noesis.RPGOPT_BIGENDIAN, 1)
		rapi.rpgCommitTriangles(FBuff, noesis.RPGEODATA_USHORT, fCnt, noesis.RPGEO_TRIANGLE, 1)
		material = NoeMaterial("mat%03i"%cnt, "")
		rapi.rpgSetMaterial(material.name)
		addr += 1; cnt += 1

	mdl = rapi.rpgConstructModel()
	mdlList.append(mdl)
	
	#rapi.rpgClearBufferBinds()
	return 1
.
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."

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Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Post by aquaamann333 » Fri May 15, 2020 6:06 am

I was wondering if any of you were able to extract all the cosmic destruction models. If so, could someone send me Amphibian, Water Hazard, Armodrillo, Rath, and Four Arms because I am unable to extract them myself.

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Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Mod

Post by CameronCarson » Mon Jun 08, 2020 1:44 am

Bigchillghost wrote:
Fri Dec 23, 2016 9:03 am
AceWell wrote:this post explains what i was talking about for patterns
http://forum.xentax.com/viewtopic.php?p=120284#p120284

find the pattern, i find it easier to see on the text side
set the text column width to reveal a vertical pattern to see where it starts
follow that pattern to where it starts and you have your offset to test for
set the FVFsize in Hex2obj to the number of bytes you expanded the text column
test for point cloud to see if it is vertex data
play with endianess and float/short/halffloat until the point cloud makes sense

then you can look for face indices which look like a scrambled alphabet on the text side
then go to the hex side and put your cursor where you think that pattern starts and check
that offset in Hex2obj, worry about the precise step1 count last.

i just use HxD and windows calculator in scientific mode, nothing special :D
Awsome! With the images I easily understood your method however there always could be some problems for me like this:

Image

Neither the addr of the symbol > (0xdf3e8) nor the one ot the ? (0xdf3e4) is the vertices startaddr, so I tried the one of the = (0xdf3e0) conbined with other possible FI startaddrs. I also found the addrs where FI count & vertices count are stored, the sequence no more starts as B4 01 though. And then I got this from g_ra.xbx:
Rath.jpg
The first mesh I extracted aha. Of course it wasn't done at a go, and therefore I need to practice more to really get the hang of it.

Cheers!
Hello!
I read all the pages of this discussion and managed to do the process in the * .ps3 models but the * .xbx do not open in hex2obj.
And as for the textures of the * .xbx format when I extract them they are damaged and in some models they are missing.
(Some in * .ps3 format are also missing)
Could someone help me, I need these models for an animation video important to me.
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Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Post by CameronCarson » Mon Jun 08, 2020 3:43 am

I extracted some basic models.

*Big Chill - mesh+textures
*Ultimate Big Chill - mesh+texture (Wing texture is missing)
*Echo Echo - mesh
*Ultimate Echo Echo - mesh+texture
*Hummongousaur - mesh+texture
*Ultimate Hummongousaur - mesh+textures
*Swampfire - mesh+textures
*Ultimate Swampfire - mesh+textures (I think there is still a texture missing)
*Spidermonkey - mesh+texture
*Ultimate Spidermonkey - mesh+textures
*Armadrillo - mesh+textures
*NRG - mesh+textures
*Terraspin - mesh+textures
*WaterHazard - mesh+texture
*Four Arms - mesh+texture

*Ben Tennyson - mesh
*Way Big - mesh
*Enoch - mesh
*Kooper - mesh
*Six Six - mesh
*Sunder - mesh
*Zombozo - mesh
*Way Big (Albedo) - mesh

*Ampfibian - texture

*Rath - I can't extract either the mesh or the texture

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Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Mod

Post by aquaamann333 » Sat Jun 20, 2020 11:20 pm

Bigchillghost wrote:
Sun Dec 25, 2016 8:29 am
AceWell wrote:looks like an additional layer of tiling on top of the 360 untile, i don't know, can't make anything of it
its a different game from a different year so things probably change in development. :scaredy:
I dumped some textures from the Wii version with Dolphin and found they had the same content but only in different height
and width.
comparision.jpg

I placed them into one image for a comparision. However the Wii version maps' resolutions (128x128) are too low for the XBox meshes.
I hope there're other ways to get them. :(
Could you put these textures up for download?

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