Page 1 of 3
Seven Knights Android (.nxm)
Posted: Sun Jun 29, 2014 12:30 pm
by anime663
Can someone make noesis or max script for the new android game by netmarble?they use .nxm format for the models.
i am trying using hex2obj but my knowledge for hex editor too low (sadly)
a reply will be appreciated!
thank you

Re: Seven Knights Android (.nxm)
Posted: Thu Feb 26, 2015 9:09 am
by systemchester
the same problem about exactor the model
the nexus game developer team make the model files .nxm the motion files .nxa
Re: Seven Knights Android (.nxm)
Posted: Thu Feb 26, 2015 2:48 pm
by shakotay2
you may check what's wrong with the uvs:
SevenKnightsAndroid.JPG
(Guess I took too many face indices/vertices.)
hmm, 0x3E8: 21 05 00 00 ->
1313 (dec.)
(0x
3FC: 8C 3D 00 00= 15756 (dec.) = 12x1313, size of vertex data block,
0x
EF9D: 02 13 00 00=
4866 (dec.), face indices count
Re: Seven Knights Android (.nxm)
Posted: Fri Feb 27, 2015 5:15 am
by systemchester
shakotay2 wrote:you may check what's wrong with the uvs:
SevenKnightsAndroid.JPG
(Guess I took too many face indices/vertices.)
hmm, 0x3E8: 21 05 00 00 ->
1313 (dec.)
(0x
3FC: 8C 3D 00 00= 15756 (dec.) = 12x1313, size of vertex data block,
0x
EF9D: 02 13 00 00=
4866 (dec.), face indices count
i re import the model maybe the uv is right could you try it again?
http://pan.baidu.com/s/1pJOFi9X
Re: Seven Knights Android (.nxm)
Posted: Fri Feb 27, 2015 12:43 pm
by barti
shakotay2 wrote:you may check what's wrong with the uvs:
-- snip --
(Guess I took too many face indices/vertices.)
I think it's more likely that the model just uses multiple material IDs.
There's clearly another texture referenced inside the mesh file:
c_0011_evan_02.png
Re: Seven Knights Android (.nxm)
Posted: Sat Feb 28, 2015 9:31 am
by shakotay2
barti wrote:I think it's more likely that the model just uses multiple material IDs.
yeah, but where to search for them?
There's a table of maybe 1313 words at 0x6ABC but seems creating submeshes is easier than analyzing:
SevenKn_SM.JPG
Re: Seven Knights Android (.nxm)
Posted: Sun Mar 01, 2015 9:56 am
by systemchester
shakotay2 wrote:barti wrote:I think it's more likely that the model just uses multiple material IDs.
yeah, but where to search for them?
There's a table of maybe 1313 words at 0x6ABC but seems creating submeshes is easier than analyzing:
SevenKn_SM.JPG
Re: Seven Knights Android (.nxm)
Posted: Sun Mar 01, 2015 11:50 am
by shakotay2
building_submeshes.JPG
the arrow hinting to the face indices is
marking the border of the upper body submesh.
The submesh name is
submesh_0.
Re: Seven Knights Android (.nxm)
Posted: Mon May 18, 2015 6:15 pm
by shakotay2
Due to a user's request I've checked another model (c_0216):
c_0216.JPG
You'll have to find the correct border between submeshes for yourself.
(remember that
hex2obj creates submeshes every 500 faces. But the real borders are different, maybe stored in the format.)
It's not too hard for this model. In
c_0216_export_0.obj comment out
g submesh_ 1 to 5 by a #
and insert no 1 here:
f 2145/2145 2154/2154 2146/2146
f 2149/2149 2153/2153 2150/2150
g submesh_1
f 573/573 574/574 575/575
f 575/575 576/576 573/573
Re: Seven Knights Android (.nxm)
Posted: Sun Nov 04, 2018 11:17 am
by shakotay2
As I remembered me being a member of most secret "Riders of dead horses" club

I feel obliged to do another contribution to this thread (though not sure whether
h_7308_export.nxm belongs to this game):
KhunAgueroAgnes.png
Interesting thing: you can interpret data being sequential, too:
0x14E69 6408
Vb0
0x56B6
0x406 1762
020000
0x0 255
Or, it's 'seq' and all sequential formats can be exported with 'VB' (where a vertex block of 3 floats isn't really a combined vertex block, as I wrote here:
viewtopic.php?f=29&t=10894&p=143658&hil ... ed#p143658)
Re: Seven Knights Android (.nxm)
Posted: Wed Jan 02, 2019 7:49 am
by kim743
So we can only extract models from this game as .obj? Any method to get bones as well?

Re: Seven Knights Android (.nxm)
Posted: Wed Jan 02, 2019 12:14 pm
by shakotay2
Always the same as long as there does no script exist:
search for the bone names in nxm (Bip001... here), build the hierarchy, get the matrices (with positions and rotations), create an smd file from it
(It's about 4 and a half years now and noone has done it - so very unlikely that someone will do...)
Re: Seven Knights Android (.nxm)
Posted: Wed Jan 02, 2019 12:41 pm
by kim743
shakotay2 wrote:
search for the bone names in nxm (Bip001... here), build the hierarchy, get the matrices (with positions and rotations), create an smd file from it
Can you elaborate that with more details? I would like to give at least a shot. (it's learning, after all)
Re: Seven Knights Android (.nxm)
Posted: Thu Jan 03, 2019 12:04 pm
by shakotay2
you may read my posts here concerning the creation of an smd file for a skeleton:
viewtopic.php?f=16&t=19223
Re: Seven Knights Android (.nxm)
Posted: Fri Jan 04, 2019 8:48 am
by kim743
Thank you! I will take a look into it.