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...is this the uncrackable one?? (.za and .za2)

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Re: ...is this the uncrackable one?? (.za and .za2)

Post by daemon1 » Mon Mar 30, 2020 9:34 am

All the tables are inside the EXE among material/texture lists.
This is an example table for one of the models. 10 submeshes, and each submesh is fully described how many vertices/faces/etc it has.
I marked the whole table, and the first submesh in the beginning with red lines.

Image

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Re: ...is this the uncrackable one?? (.za and .za2)

Post by Henchman800 » Mon Mar 30, 2020 10:21 am

Awesome!
So the Table seems to be for the victim model then, right?
Im still trying to open the .zm model.
I dont get the simpleness of it :-/
How did you do it?

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Re: ...is this the uncrackable one?? (.za and .za2)

Post by daemon1 » Mon Mar 30, 2020 10:31 am

Yes, victim or spider, i dont remember what was the order.
I said textures were simple, not models. Models are somewhat far from modern layout. Its year 2000 style.

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Re: ...is this the uncrackable one?? (.za and .za2)

Post by ddadd » Mon Mar 30, 2020 12:49 pm

It's so funny, all the code for the game is in the game.exe, and you can view the comments via hex editor

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Re: ...is this the uncrackable one?? (.za and .za2)

Post by ddadd » Mon Mar 30, 2020 1:17 pm

ok so how do you open it in programs like hex 2 obj? I know it needs 3 values from each 2 lines, but I can not tell which ones mean what. (vertices, indicies, etc)

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Re: ...is this the uncrackable one?? (.za and .za2)

Post by daemon1 » Mon Mar 30, 2020 1:24 pm

ok here's the layout of ZM file:

1. vertices array: float x,y,z for each
2. normals array: float x,y,z for each
3. faces array:
material (uint32)
vertex index 1 (int16)
vertex index 2 (int16)
vertex index 3 (int16)
normal index 1 (int16)
normal index 2 (int16)
normal index 3 (int16)
UV1 (float x,y)
UV2 (float x,y)
UV3 (float x,y)

I'm not sure you can read it with hex2obj, maybe yes, maybe no

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Re: ...is this the uncrackable one?? (.za and .za2)

Post by ddadd » Mon Mar 30, 2020 1:54 pm

So if you didn't do it with hex 2 obj then how did you?

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Re: ...is this the uncrackable one?? (.za and .za2)

Post by ddadd » Mon Mar 30, 2020 2:00 pm

also If i'm going to use hex 2 obj, I'll need the exact addresses of the values

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Re: ...is this the uncrackable one?? (.za and .za2)

Post by ddadd » Mon Mar 30, 2020 3:10 pm

Alright so I tried a bit of hex 2 obj, and it dosen't seem to work with game.exe. however, it can open the zm files.I'm trying to find where all the start addresses are. Also, do you need to open the zm files, or the zm2? Sorry if I ask a lot of questions, I'm a bit of blabber mouth

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Re: ...is this the uncrackable one?? (.za and .za2)

Post by shakotay2 » Mon Mar 30, 2020 3:36 pm

daemon1 wrote:
Mon Mar 30, 2020 1:24 pm
ok here's the layout of ZM file:

1. vertices array: float x,y,z for each
2. normals array: float x,y,z for each
3. faces array:
material (uint32)
vertex index 1 (int16)
vertex index 2 (int16)
vertex index 3 (int16)
normal index 1 (int16)
normal index 2 (int16)
normal index 3 (int16)
UV1 (float x,y)
UV2 (float x,y)
UV3 (float x,y)

I'm not sure you can read it with hex2obj, maybe yes, maybe no
AXE-ZM.png
But it's a helper tool only - there's no (useful) way around, imho, to do some coding to get more than one submesh or the uv data.
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: ...is this the uncrackable one?? (.za and .za2)

Post by Henchman800 » Tue Mar 31, 2020 7:44 pm

shakotay2 wrote:
Mon Mar 30, 2020 3:36 pm
imho, to do some coding to get more than one submesh or the uv data.
Acid Bath - Bottle
Image

Oh man! Look at me! I'm like you shakotay <3 ripping models and stuff! Thanks to yours and daemon1s help of course!
.ZM seems to be the perfect format for me to learn and look for stuff!.....vertecies just start out with the first byte, right?

UVs would still be great! From there on ripping submeshes should not be a problem for us anymore!

But why would it make sense to store model info in the game.exe?
I mean sure theres gotta be info....but why don't you put submesh coordinates right after submesh vertex and face info?
Last edited by Henchman800 on Wed Apr 01, 2020 10:27 am, edited 1 time in total.

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Re: ...is this the uncrackable one?? (.za and .za2)

Post by daemon1 » Tue Mar 31, 2020 8:08 pm

Henchman800 wrote:
Tue Mar 31, 2020 7:44 pm
But why would it make sense to store model info in the game.exe?
because its so hardcore!

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Re: ...is this the uncrackable one?? (.za and .za2)

Post by Henchman800 » Tue Mar 31, 2020 8:15 pm

daemon1 wrote:
Tue Mar 31, 2020 8:08 pm
because its so hardcore!
sounds rad :up:

so there is no reason other than "look what i can do" or "we combined a lot of freeware solutions" ?

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Re: ...is this the uncrackable one?? (.za and .za2)

Post by ddadd » Wed Apr 01, 2020 12:25 am

are all fvf, UVpos, and no PTC sizes the same for each model? Also how do you find the start of the face indicies

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Re: ...is this the uncrackable one?? (.za and .za2)

Post by shakotay2 » Wed Apr 01, 2020 6:57 am

ddadd wrote:
Wed Apr 01, 2020 12:25 am
are all fvf, UVpos, and no PTC sizes the same for each model?
Maybe. You need to try it out.
(there's no "no PtC" size, btw - 34 is just the offset from end of previous face to start of the next face)
Also how do you find the start of the face indicies
zm-uvs.png
(uvs (blue rectangles) seem to need another index set (gray rectangle) - whatever.)
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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