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[REQ] Special Force .lma

Posted: Sat Jun 15, 2013 6:33 am
by onelove1210
This game is a popular MMOFPS game in the world, and we have sff unpacker to unpack its archive files, but nobody can't open its models 'cause those files are .lma and maybe they were encrypted :( and i found their structure are different from .lma of Granado Espada, so guys, would you mind helping me to open them in 3dsmax or Noesis or some programs else :(. Also they have .fxa files and i think FaceFX of Unreal Engine is the best choice but i don't have that tools :( Anyway, sorry about my bad Eng :D

This is sample:
.FXA :m e d i a f i r e.com/?m5g7s5sff3s2sf8
.LMA : Attachments

There are some screenshots:
Image
Image

And some textures that i have extracted, they are in .jpg format

Image
Image

Re: [REQ] Special Force .lma

Posted: Sat Aug 06, 2016 4:13 am
by Acewell
first submesh of sf_a_g_ak47s.LMA :D
sf_a_g_ak47s_LMA.png
looks like there is a 52 byte header before the vertex block of each submesh
0x3457 - vertex count for first submesh
0x345b - face count for first submesh

the real start address for the vertex block should be 0x3477 but
this produces a 2d model in Hex2obj instead of 3d model because
Hex2obj was written to parse position values first in the stride

Re: [REQ] Special Force .lma

Posted: Sat Aug 06, 2016 4:28 pm
by onelove1210
AceWell wrote:first submesh of sf_a_g_ak47s.LMA :D
sf_a_g_ak47s_LMA.png
looks like there is a 52 byte header before the vertex block of each submesh
0x3457 - vertex count for first submesh
0x345b - face count for first submesh

the real start address for the vertex block should be 0x3477 but
this produces a 2d model in Hex2obj instead of 3d model because
Hex2obj was written to parse position values first in the stride
wow, that's great :D I will take a look on this file soon