Download:
http://dl.dropbox.com/u/10322904/25%20t ... models.zip
Thanx in advance



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dword_6 unk
dword numChunks
dword unk
numChunks Chunk {
dword unk #chunk type?
dword chunkSize
word unk #maybe this is chunk type?
char_4 "1000"
byte_50 null padding
#replace this with cases for each type of chunk
<seek chunkSize bytes>
}
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Geometry {
byte_236 ? #does not hold for all cases
dword numIndices
dword unk
numIndices ? {
short index
}
dword unk
dword numVerts
dword vertSize
dword vertChunkSize
numVerts Vertex
#more stuff. Temporarily calculate chunkSize - total read
}
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VertSize 32 {
float_3 coords
float_3 normals
float-2 uv
}
vertSize 40 {
float_3 coords
...
}
vertSize 72 {
...
}


It would require a repacker, too, wouldn't it?Elephantkilla wrote:Nice. Many players still play this game online. The ability to unpack DBL would allow creating custom maps.
Not sure whether we're talking about the same thing. I just converted the 3D data in the dbls into wavefront obj files. If you mean that then yes, it's possible.So what about the unpacker, is this possible?

Seems your confusing things, at least for me. Now your talking about .HOG archives BUT in your starting post you wrote about unpacking DBL files:Elephantkilla wrote:In general, I noticed that the .HOG archive, and then contained in it .DBL is not a novelty for the archives of consoles. [...]
I understand, you just extracted the model? But this can be done in a more reasonable way, for example 3D Ripper DX
"sorry my bad translator"
(If you need to unpack dbl files from .HOG archives you'll need to upload one of those; not dbl files.)Elephantkilla wrote:Hey. I added DBL files of different classifications, perhaps this will help to unpack them.