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Marc Ecko's - Getting Up: 3d-Models (.msh file)

Post questions about game models here, or help out others!
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shakotay2
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Re: Marc Ecko's - Getting Up: 3d-Models (.msh file)

Post by shakotay2 » Fri Oct 04, 2019 11:09 pm

Trane's head:
.
Trane's Head.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: Marc Ecko's - Getting Up: 3d-Models (.msh file)

Post by Henchman800 » Tue Oct 08, 2019 9:32 am

OOHHH MY GAWD!!!
wow! Thank you so much and congratulations on understanding the file structure now! :)
Image
Image
Everything works perfectly fine now with trane and spleen :)

What I've learned (from the mighty shakotay2):
-the game uses one list for all vertecies and Multiple ones for faceindecies
-although theres a .msh file for tranes head, the regular trane .msh file also contains one
-you have to do alot of guessing when it comes to finding start of vertecies and faces
-hex2obj is your friend!!!! Use it, read the tutorial and do alot of trial and Error with your models!
-be polite on xentax and Benefit of the members great knowledge!
(please feel free to correct me if im wrong :) )

Thank you so much again! Its a dream to finally See trane fully ripped and not being screenprinted and scaled back and forth to somehow look like the original model.

My next quest would be to get/make a script that right on exports all characters....but im like lvl 0 on that :-/
So my questions are:
-can i continue this thread for the task of making a script or should i switch into a new Section with a new thread?
-is the Information we have enough to make a script?
-is it smarter to go for quickbms or noesis? (I kinda Prefer the noesis idea since it lets you view the files before export)


To kinda sum everything up i wanna give a fat ass thank you to shakotay2 again....it simply wouldnt have been possible without him!!! And i hope this thread showed you that YOU can do it! Get your game assets ripped! It takes dedication, time and a basic understanding (i did it on the train or when i had some time to Kill At work)...but it is possible for sure! And this is the right place to start out!

Thank you so much again :)
Image

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Re: Marc Ecko's - Getting Up: 3d-Models (.msh file)

Post by shakotay2 » Tue Oct 08, 2019 2:50 pm

Henchman800 wrote:
Tue Oct 08, 2019 9:32 am
-you have to do alot of guessing when it comes to finding start of vertecies and faces
well, you could use this tool to ease getting the params (not perfect, so some guessing remains... (: ):
.
Make_obj-MEcko'sGU.zip
(attention: some lines in the logs are pure nonsense, for example for Trane: # 0 FIcnt: 65280, 0xe2
But better than to lose important informations using a too low threshold.)
My next quest would be to get/make a script that right on exports all characters....but im like lvl 0 on that :-/
The above linked tool is what I can provide - someone else could make a script.
So my questions are:
-can i continue this thread for the task of making a script or should i switch into a new Section with a new thread?
Feel free to do as you wish.
-is it smarter to go for quickbms or noesis? (I kinda Prefer the noesis idea since it lets you view the files before export)
Quickbms usually is for extracting/decompressing, so yes, Noesis is the better choice here, imho.
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Last edited by shakotay2 on Mon Nov 11, 2019 6:17 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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Re: Marc Ecko's - Getting Up: 3d-Models (.msh file)

Post by Henchman800 » Tue Oct 08, 2019 3:34 pm

Thanks for this neat looking tool!
Sadly i got this error:
Image
this occured on both of tranes act1 variants (see attatchment). So does the tool give me (if everything works correctly) the adresses of every SM?
Best regards

....ohhh and by the way: "Kommst du rein zufällig aus Deutschland?" ^^
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Re: Marc Ecko's - Getting Up: 3d-Models (.msh file)

Post by shakotay2 » Tue Oct 08, 2019 4:59 pm

Henchman800 wrote:
Tue Oct 08, 2019 3:34 pm
Thanks for this neat looking tool!
Sadly i got this error:
you can ignore it - it's a warning only.
So does the tool give me (if everything works correctly) the adresses of every SM?
You never can be sure. :D (The answer can only be given for a specific model where you assume some SM to be missing - I could have a look at then.)
In the log for Trane_Act1 this line
# 2 FIcnt: 65280, 0x14eb2
to be ignored - guess, that's where the 2nd FI count value doesn't match.
Same goes for ...Toy:
# 0 FIcnt: 65280, 0xcf
# 2 FIcnt: 65280, 0xd514
....ohhh and by the way: "Kommst du rein zufällig aus Deutschland?" ^^
yep
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: Marc Ecko's - Getting Up: 3d-Models (.msh file)

Post by Henchman800 » Thu Oct 17, 2019 3:11 pm

Ok I was finally able to give the tool a better try: I see now on how it gives me adresses at least^^
I tried a little with tranes act 1 "toy" version:
Image
(I used the vertecies start of tranes act 2 model)
the faces seem to go crazy though, since it looks for vertecies around 53000.....and that seems a little too much.
I hope theres a pattern to it and that not all models are patched together randomly. Both of tranes Act 1 models should be very similar...the only difference should be a bag that he loses in the middle of act 1.

TRANE ACT 1
Image

TRANE ACT 1 "Toy"
Image

The Head-Texture just adds a scar on the eyebrow in the "toy" version
ImageImage
ACT 1 ---> ACT 1 "Toy"
Thanks again man!

Ohhh.....und mir gefällt der Ausdruck Fettringe für die komische Submesh...haha das beschreibt es wohl am besten ^^

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Re: Marc Ecko's - Getting Up: 3d-Models (.msh file)

Post by Henchman800 » Tue Oct 29, 2019 11:57 am

HELLO THERE AGAIN
I kindly wanted to ask Who here is able and willing to create a noesis / quickbms script out of the existing Information provided by shakotay2. Then we can export all getting up characters and make em do funny poses to create wallpapers that are like the freeze frame in friends intro :keke:

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Re: Marc Ecko's - Getting Up: 3d-Models (.msh file)

Post by Henchman800 » Thu Nov 07, 2019 4:17 am

Friendly bump <3

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Re: Marc Ecko's - Getting Up: 3d-Models (.msh file)

Post by shakotay2 » Thu Nov 07, 2019 10:34 am

You're better off to use the parameters provided by the tool and combine them.

I'm sorry to say that trying to put that in a script is a waste of time and life for me as you may see from the picture:
.
Trane's params.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: Marc Ecko's - Getting Up: 3d-Models (.msh file)

Post by Henchman800 » Fri Nov 08, 2019 9:59 pm

Hey Shakotay,
I'm sorry, but I once need your wisdom to make this happen:
Image

When I tried your tool the first time with sticking to the standard value of 58, it created a .obj-log with 1kb in my test folder. It didn't contain any information when i opened it with the editor.
I then again tried it with the vAddr start of tranes act 2 .mesh but the make_obj_log stays unaffected.

I'm sorry if I got the instructions wrong, but if you can make it step by step clear for me, I'll be happy to rip all the models I want with your awesome hex2obj and then provide the uploaded models here in this thread if thats cool :-)

Thank you very much again for your patience,
Best regards

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Re: Marc Ecko's - Getting Up: 3d-Models (.msh file)

Post by shakotay2 » Sat Nov 09, 2019 9:31 am

Forget about the 58 - it's for another format.

- load Trane_Act2.msh into Make_obj_ME-GU-log.exe
. close the warning window "FIcnt doesn't match 2nd value! (do we have a prob?)"
- close the app

Makeobj_log.obj contains

Code: Select all

# 0 vAddr: 0x148
# 1 vAddr: 0xe738
# 2 vAddr: 0x12720
# 3 vAddr: 0x1370d
# 4 vAddr: 0x14212
# 0 FIcnt: 65280, 0xe2
# 1 FIcnt: 693, 0xdcec
# 2 FIcnt: 532, 0xe28c
# 3 FIcnt: 654, 0x1c5e9
# 5 vBlock(s) (4 FI block(s))

# further FIs?
# 0 FIcnt: 1332, 0xd23a
# 1 FIcnt: 905, 0x11f8a
# 2 FIcnt: 151, 0x13406
# 3 FIcnt: 144, 0x13f55
# 4 FIcnt: 144, 0x14aee
# 5 FIcnt: 3386, 0x1ab4d
Now you need to combine the values; there's no rules but
"generally the lowest vAddr is the base for some meshes"

Two working H2Os:

0xDCEC 693
Vb1
36 16
0x148 1100
021000
0x0 255

0xD23A 1333
Vb1
36 16
0x148 707
021000
0x0 255

You enter any FI address/FI count pair (0xDCEC 693 or 0xD23A 1333 for example) into hex2obj,
toggle the "noStr" button to "Strip", enter 36 as an FVFsize value and press "go1".
Then scroll down in the left lower list box
to get the vertex count which has to be entered
in the belonging editbox.
Use the lowest vertex address (0x148).

For other submeshes choosing a suiting vertex start address is trial 'n error,
head for example:

0x11F8A 905
Vb1
36 16
0xE738 399
021000
0x0 255
(attention: some lines in the logs are pure nonsense, for example for Trane: # 0 FIcnt: 65280, 0xe2
But better than to lose important informations using a too low threshold.)
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: Marc Ecko's - Getting Up: 3d-Models (.msh file)

Post by Henchman800 » Mon Nov 11, 2019 3:13 pm

Holy Sh*t! It worked!!!
Thank you once again man! Your tool digs so deep it even ripped tranes grandma :o
Image
(...shes part of the game though^^)

Here are the characters I was able to rip so far:
Image

As you can see Gabes first model (front row, left side) did not rip fully:
Image
(I marked the adresses/counts that worked with hex2obj)
The tool will eventually crash when i try to load gabes model. it will just continue with the same adress forever.
Chief Hunts model doesnt even give me a log file. Is there any differences with the model? Or did I use wrong vertexblock settings (36 - 16). It would be awesome if you could have a look at them. Both model files for Hunt and Gabe are in the attatchment:
Hunt_n_Gabe.zip
Thank you very much for your patience and effort again killa! :-)

EDIT:
Never mind, hunt works :-P I just went off the regular workflow and messed something up.
Im still missing parts of gabes model though
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Re: Marc Ecko's - Getting Up: 3d-Models (.msh file)

Post by shakotay2 » Mon Nov 11, 2019 6:18 pm

Thanks for reporting!
Gabe_01:

Code: Select all

# 0 vAddr: 0x127
# 1 vAddr: 0x7eb9
# 0 FIcnt: -16777216, 0xbf
# 1 FIcnt: 304, 0x7bd5
# 2 FIcnt: 67, 0xbc49
# 3 FIcnt: 112, 0xda00
# 2 vBlock(s) (4 FI block(s))

# further FIs?
# 0 FIcnt: 1182, 0x7255
# 1 FIcnt: 783, 0xb5f7
# 2 FIcnt: 772, 0xd3d2
("-16777216" is nonsense, of course)
I've updated the zip here:
shakotay2 wrote:
Tue Oct 08, 2019 2:50 pm
(You should keep a backup of the previous exe in case the patch "breaks" the previous working msh files which I didn't check again.)
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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