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Gangster Vegas 4 - Gameloft - .bdae files

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ForgedInception
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Gangster Vegas 4 - Gameloft - .bdae files

Post by ForgedInception » Tue Mar 20, 2018 7:19 pm

Hi , i am trying to open Gangster Vegas .bdae files but getting this error.
Can anyone help? I searched for OLYA script but i am unable to find.


Code: Select all


offset           filesize   filename
--------------------------------------

- signature of 7 bytes at offset 0x0000000000000000 doesn't match the one
  expected by the script:

  this one: "OLY"
  4f 4c 59 41 18 08 00                              OLYA...

  expected: "Voxarch"
  56 6f 78 61 72 63 68                              Voxarch

- 0 files found in 0 seconds
  coverage file 0     0%   7          22398018   . offset 0000000000000007

Press ENTER or close the window to quit

Sample Files :-

https://mega.nz/#F!9ep10RDa!DJ-MxX41nLxlj_B7Pvcofg
Last edited by ForgedInception on Wed Mar 21, 2018 9:48 am, edited 1 time in total.

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Re: Gangster Vegas 4 - Gameloft - .bdae files

Post by Bigchillghost » Wed Mar 21, 2018 2:54 am

Honestly I am really tired of asking you guys to upload sample files over and over again.
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Re: Gangster Vegas 4 - Gameloft - .bdae files

Post by ForgedInception » Wed Mar 21, 2018 9:49 am

Bigchillghost wrote:Honestly I am really tired of asking you guys to upload sample files over and over again.
Sorri , Link to sample files.

https://mega.nz/#F!9ep10RDa!DJ-MxX41nLxlj_B7Pvcofg

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Re: Gangster Vegas 4 - Gameloft - .bdae files

Post by Bigchillghost » Wed Mar 21, 2018 1:04 pm

ForgedInception wrote: Sorri , Link to sample files.

https://mega.nz/#F!9ep10RDa!DJ-MxX41nLxlj_B7Pvcofg
Archives are zstd compressed. Here is a BMS script for proper decompression. You'll need to update your QuickBMS to the lastest version. Still there're some files that cannot be decompressed correctly due to QuickBMS's incomplete support for zstd.
Gangstar Vegas 4 BDAE Decompressor.rar
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Re: Gangster Vegas 4 - Gameloft - .bdae files

Post by ForgedInception » Wed Mar 21, 2018 2:06 pm

Bigchillghost wrote:
ForgedInception wrote: Sorri , Link to sample files.

https://mega.nz/#F!9ep10RDa!DJ-MxX41nLxlj_B7Pvcofg
Archives are zstd compressed. Here is a BMS script for proper decompression. You'll need to update your QuickBMS to the lastest version. Still there're some files that cannot be decompressed correctly due to QuickBMS's incomplete support for zstd.
Gangstar Vegas 4 BDAE Decompressor.rar

How to convert .bdae to .fbx , .obj or .dae ??
Any Support for animations export ?

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Re: Gangster Vegas 4 - Gameloft - .bdae files

Post by TaylorMouse » Fri Jun 08, 2018 12:58 pm

I've been looking into this aswell, not for this game but for another gameloft game called Dungeon Hunter Champions. Also .bdae file format
To convert it to 3D Models.

Not a lot atm. only the names of the objects in the file.

So it has a 32 byte header, than the next one is the offset where the names start, which is a Int64
Than there is a long list of Int64, I thought they were all offsets, but some are bigger than the filesize.... so not quite sure what that is.

Names:
They start with a int, which is the length of the name, but the names length are always a multiplier of 4, weird, but hey thats how they do it

I just downloaded the Dungeon Hunter game for Windows 10, its free, so you can get the file easy.

Thats how far I got atm
T.

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Re: Gangster Vegas 4 - Gameloft - .bdae files

Post by shakotay2 » Fri Jun 08, 2018 4:13 pm

ForgedInception wrote:How to convert .bdae to .fbx , .obj or .dae ??
obj is easy:
bikerfemale-bdae.jpg
Any Support for animations export ?
As always you'll need the skeleton first.
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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
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Re: Gangster Vegas 4 - Gameloft - .bdae files

Post by TaylorMouse » Sat Jun 09, 2018 10:08 am

Hey, is there any logic to finding the offsets for the vertices and faces, or just gut feeling by try and error with the hex editor?

T.

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Re: Gangster Vegas 4 - Gameloft - .bdae files

Post by Bigchillghost » Sat Jun 09, 2018 10:36 am

TaylorMouse wrote:Hey, is there any logic to finding the offsets for the vertices and faces, or just gut feeling by try and error with the hex editor?
You'll have to reverse the file structure at least to obtain the offsets and counts if you're planning to write a convertor. But if you want only one to two meshes in the file, why bother to waste any time on that?
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Re: Gangster Vegas 4 - Gameloft - .bdae files

Post by shakotay2 » Sat Jun 09, 2018 10:55 am

Bigchillghost wrote:
TaylorMouse wrote:Hey, is there any logic to finding the offsets for the vertices and faces, or just gut feeling by try and error with the hex editor?
You'll have to reverse the file structure at least to obtain the offsets and counts if you're planning to write a convertor
I think, T. is aware of that. :) But sometimes it's as simple as having some offsets at the beginning of the file, for example.

But I'm sorry, T., all I can see at a quick glance is the filesize at offset 0x000C.

(Maybe there's some pattern nearby the counts? 00 01000000 being a candidate; maybe check this for other bdaes.)
bdae-counts.jpg
well, here's the assumed patterns to search for:
a) 14 000000 00000000 00000000 00000000 00000000
DWORD FI count before the found address (first finding)

b) 00 01000000 xx xx 0000 05
where xx is the pattern for a wildcard search. (If your hexeditor doesn't support this you'll need to split up the search pattern,
search for 00 01000000, and then look at an offset of 7 to the found address for 00 00 05)

xx xx will contain the low word of the vertex DWORD count.

(For char_cutscene_benny.bdae you'll have to repeat search b) until xx xx are != 0.)

Tested with 3 bdaes only! b) needs another xx for vertex counts >65535 dec.
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Last edited by shakotay2 on Sat Jun 09, 2018 11:40 am, edited 1 time in total.
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: Gangster Vegas 4 - Gameloft - .bdae files

Post by Bigchillghost » Sat Jun 09, 2018 11:39 am

shakotay2 wrote:Maybe there's some pattern nearby the counts?
location.jpg
The only thing left is to find the offset of the vert count now.
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Re: Gangster Vegas 4 - Gameloft - .bdae files

Post by shakotay2 » Sat Jun 09, 2018 11:42 am

yeah, see, you were 1 minute quicker :D
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: Gangster Vegas 4 - Gameloft - .bdae files

Post by TaylorMouse » Sat Jun 09, 2018 12:47 pm

mm... the format is not quite the same for the looks of it...
maybe I should start another topic for Dungeon Hunter Champions bdae files.

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Re: Gangster Vegas 4 - Gameloft - .bdae files

Post by TaylorMouse » Sat Jun 09, 2018 12:52 pm

this is the file opened in my hex viewer, at pos 32 there the offsets start
bdae-resaerch-001.PNG
and the first int64 points to the list of object names
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Re: Gangster Vegas 4 - Gameloft - .bdae files

Post by shakotay2 » Sat Jun 09, 2018 4:55 pm

Last edited by shakotay2 on Mon Jun 18, 2018 4:17 pm, edited 1 time in total.
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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