Extracting simple models

Read or post any tutorial related to file format analysis for modding purposes.
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diksonhe
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Re: Extracting simple models

Post by diksonhe » Sun Aug 09, 2015 7:07 am

hi,shakotay2. Thanks your Tutorial,But a some question 。
1.this’s *.dat file UVs startaddr is AFC4 , Why not is 8 x 1539 = 12312 = 3018 , calculate back from 12 bytes before 9954 - 0xC = 9948, 9948 -3018 = 6930.
2.vertices start address value how get is ? please help me. thanks all.

file *.dat link
http://www.mediafire.com/download/tajk1 ... 00000e.rar

file *.x link ,this's *.x file Hex value not have a (00 00 00 01 00 02...........,) .
http://www.mediafire.com/download/scjb0 ... chou_1.rar
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shakotay2
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Re: Extracting simple models

Post by shakotay2 » Sun Aug 09, 2015 8:36 am

diksonhe wrote:hi,shakotay2. Thanks your Tutorial,But a some question 。
1.this’s *.dat file UVs startaddr is AFC4 , Why not is 8 x 1539 = 12312 = 3018 , calculate back from 12 bytes before 9954 - 0xC = 9948, 9948 -3018 = 6930.
hi, diksonhe, the format is not "standard" (v,vn,vt, faceindices) but v,vn, faceindices, vt for whatever reason. :D
2.vertices start address value how get is ? please help me. thanks all.
0x9552 - (12+12)x1539 (dec.)= 0x9552 - 0x9048= 0x50A, vertex start address
file *.x link ,this's *.x file Hex value not have a (00 00 00 01 00 02...........,) .
looks compressed. Try offzip for example.

btw: great to have another follower of hex2obj (there aren't too many, just a dozen, I guess :D )
I really appreciate that. Kudos!
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."

diksonhe
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Re: Extracting simple models

Post by diksonhe » Sun Aug 09, 2015 1:00 pm

shakotay2 wrote:
diksonhe wrote:hi,shakotay2. Thanks your Tutorial,But a some question 。
1.this’s *.dat file UVs startaddr is AFC4 , Why not is 8 x 1539 = 12312 = 3018 , calculate back from 12 bytes before 9954 - 0xC = 9948, 9948 -3018 = 6930.
hi, diksonhe, the format is not "standard" (v,vn,vt, faceindices) but v,vn, faceindices, vt for whatever reason. :D
2.vertices start address value how get is ? please help me. thanks all.
0x9552 - (12+12)x1539 (dec.)= 0x9552 - 0x9048= 0x50A, vertex start address
file *.x link ,this's *.x file Hex value not have a (00 00 00 01 00 02...........,) .
looks compressed. Try offzip for example.

btw: great to have another follower of hex2obj (there aren't too many, just a dozen, I guess :D )
I really appreciate that. Kudos!
0x9552 - (12+12)x1539 (dec.)= 0x9552 - 0x9048= 0x50A, vertex start address

(12+12) do not quite understand.

Tank you so much, i will keep it up。 :mrgreen:

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shakotay2
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Re: Extracting simple models

Post by shakotay2 » Sun Aug 09, 2015 3:42 pm

diksonhe wrote:(12+12) do not quite understand.
data type float occupies 4 bytes;
vertex position x,y,z -> 3x4=12 bytes
normals xn,yn,zn -> 3x4= 12 bytes
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."

diksonhe
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Re: Extracting simple models

Post by diksonhe » Mon Aug 10, 2015 8:17 am

shakotay2 wrote:
diksonhe wrote:(12+12) do not quite understand.
data type float occupies 4 bytes;
vertex position x,y,z -> 3x4=12 bytes
normals xn,yn,zn -> 3x4= 12 bytes
Oh, I see. Thanks.

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Re: Extracting simple models

Post by code4800 » Fri Aug 14, 2015 9:29 am

300 heroes x.file
i am convert offzip
-a (filename) (foldername) 0x0
i have .neo .wuy

so hex2obj and hex workshop
i am follow this link https://www.youtube.com/watch?v=TT-UtvBRWt0

but broken obj

Image

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shakotay2
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Re: Extracting simple models

Post by shakotay2 » Fri Aug 14, 2015 9:55 am

maybe the post as of Sat Jun 13, 2015 11:14 pm a page before can help?
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."

code4800
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Re: Extracting simple models

Post by code4800 » Fri Aug 14, 2015 2:10 pm

startaddr how to find ? i used hexwork shop
.neo file

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shakotay2
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Re: Extracting simple models

Post by shakotay2 » Fri Aug 14, 2015 2:31 pm

There's no recipe or formulae - sometimes offsets to be found in the file.

In the end it's a matter of experience - the more samples you try with hex2obj
(and there a dozens of them in the forum) the more likely you'll get a clue.

vertex startaddress for 02144.neo: 0x168FC
vertex_startaddress_02144_neo.JPG
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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."

diksonhe
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Re: Extracting simple models

Post by diksonhe » Sun Aug 16, 2015 8:05 am

code4800 wrote:300 heroes x.file
i am convert offzip
-a (filename) (foldername) 0x0
i have .neo .wuy

so hex2obj and hex workshop
i am follow this link https://www.youtube.com/watch?v=TT-UtvBRWt0

but broken obj

Image
Thank your offzip command. i have it's not *.neo and *.wuy
but it's *.dat and *.wuy, file extension different.
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code4800
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Re: Extracting simple models

Post by code4800 » Sun Aug 16, 2015 11:04 am

http://blog.naver.com/PostView.nhn?blog ... m=postView#

x file and neo file link
this file startaddr where?
please teach grand master shakotay2
i love you
Image

diksonhe
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Re: Extracting simple models

Post by diksonhe » Tue Sep 08, 2015 7:24 am

hi,guy and shakotay2. i need help, this game name Avatar - Legends of the Arena is 7 years ago old game. The game achive *.nmo i had extract file get components.bin and objects.bin . I think mesh file in objects.bin, but i find mesh data address error. please help me find mesh data, thanks all.

Code: Select all

1.face startaddr:0x00016BC0 endaddr:00018254?
2.face startaddr:0x000199AA endaddr:i don't know.
data message:
92976       68 objects/00001261_0x000007d9_30_MATERIAL  "mat_zuko"
93044    16168 objects/00001262_0x000007da_32_MESH    "cha_zukoShape"
http://www.mediafire.com/download/h68nc ... bjects.rar

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shakotay2
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Re: Extracting simple models

Post by shakotay2 » Tue Sep 08, 2015 8:13 am

Avatar-LoA.JPG
0x23ef0..0x26158 normals (734x12 bytes)

(no time to search for more data, sry)

The '2' means face indices offset to skip the fourth "face index" (01 00, constant).
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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."

diksonhe
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Re: Extracting simple models

Post by diksonhe » Tue Sep 08, 2015 8:37 am

shakotay2 wrote:
Avatar-LoA.JPG
0x23ef0..0x26158 normals (734x12 bytes)

(no time to search for more data, sry)

The '2' means face indices offset to skip the fourth "face index" (01 00, constant).
Thank you so much. :D have nice day.

Hi,shakotay2 i have some questions , but you no time, Please help me extract game model data again, other data not required. My technique does not work, :P Continue studying.

http://www.mediafire.com/download/59y2v ... ects01.rar

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Re: Extracting simple models

Post by borisquezadaa » Sun Oct 11, 2015 3:50 am

I just can't thank you enough for this tool. I have learned a LOT trying to use on some models and i'm starting to know my way around hex editor.
Attached a model extracted using this tool 8)
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