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Re: [Wii U] Monster Hunter 3 Ultimate maxscript

Posted: Wed Aug 17, 2022 10:10 pm
by felykiosa
well I already tried to use arctool (dl via wayback machine) but it didn't work it did somme .000000 file and nothing else. So I used quickbms with this script :

Code: Select all

quickbmsver "0.7.4"
set HFS long 0

get SIGN long
if SIGN == 0x00534648 || SIGN == 0x48465300 # " SFH" and "HFS "
set HFS long 1
goto 0x10
callfunction GUESS_ARC 1
if OK == 0
goto 0x20000
callfunction GUESS_ARC 1
endif
if OK != 0
goto -4 0 SEEK_CUR
else
goto 0
findloc OFFSET binary "\x00CRA" 0 ""
if OFFSET == ""
findloc OFFSET binary "ARC\x00" 0 ""
if OFFSET == ""
cleanexit
endif
endif
goto OFFSET
endif
else
goto 0
endif
savepos BASE_OFF

callfunction GUESS_ARC 1
if OK == 0
cleanexit
endif
get VERSION short
endian guess16 VERSION
if VERSION == 4
comtype unzip_dynamic #zlib
print "Version:4"
elif VERSION == 8
comtype unzip_dynamic #deflate
elif VERSION == 16
print "Version:16"
comtype zlib_noerror
elif VERSION == 0x11
comtype XMemDecompress 0x8000 # yeah 0x8000 is the "magic" for RE5
print "Version:0x11"
else
comtype unzip_dynamic #zlib
print "unknown version %VERSION%, I try zlib compression"
endif
get FILES short

if VERSION == 16
get ZERO long
endif
print FILES
for i = 0 < FILES
getdstring NAME 0x40
get TYPE long
get ZSIZE long
get SIZE long
get OFFSET long

if SIZE & 0x40000000
math SIZE -= 0x40000000
endif

if HFS != 0 # used in RE5 PS3
print "HFS is long"
math ZSIZE += 32
#math SIZE /= 8
math TMP = OFFSET
math TMP /= 0x20000
math TMP *= 0x10
math ZSIZE += TMP
math SIZE += TMP
math OFFSET += TMP
math OFFSET += 2
endif

math OFFSET += BASE_OFF # needed for HFS header
set EXT extension NAME
if EXT == ""
string NAME + "."
endif
clog NAME OFFSET ZSIZE SIZE
next i

startfunction GUESS_ARC
math OK = 1
get SIGN long
if SIGN == 0x00435241 # " CRA"
#endian little
elif SIGN == 0x41524300 # "ARC "
#endian big
else
math OK = 0
endif
endfunction
and I ended up with tex/dom file I will try to use an hexadecimal editor to export the model . If anyone have any better alternative I will take it :)

Re: [Wii U] Monster Hunter 3 Ultimate maxscript

Posted: Thu Aug 18, 2022 7:51 am
by shakotay2
Cool! 8) Other than offzip the bms script names the extracted files correctly.

Here's some additional information. Start of vertices is 0x408 for both extracted .dom files.
(Check for signature 075D2048 at 0x400.)
.
MH3U_dom.jpg

Re: [Wii U] Monster Hunter 3 Ultimate maxscript

Posted: Tue Aug 23, 2022 2:15 am
by Silvris
shakotay2 wrote: Wed Aug 17, 2022 5:24 pm I have the strong feeling that we're doomed to redo work that had been done ages ago again and again. :cry:
Sure are.
viewtopic.php?t=16420

For future reference, the BMS script posted is the DMC4 BMS script by aluigi.

Re: [Wii U] Monster Hunter 3 Ultimate maxscript

Posted: Fri Dec 09, 2022 5:04 pm
by moiianxiv
zaramot wrote: Tue Feb 17, 2015 2:11 pm Here's Noesis plugin to open/view and convert textures. All credits goes to Chrrox :) He figured out Wii U images format, I just adapted it for Monster Hunter .tex files!

Image

Just extract all files to your Noesis folder https://www.sendspace.com/file/8ut9rj

P.S. Report bugs
Hi, the file date limit has expired.
Could you pls upload it again?

Re: [Wii U] Monster Hunter 3 Ultimate maxscript

Posted: Sun Apr 09, 2023 11:10 pm
by pititos
I've been trying to extract models from this game as well. While the MT frameworks script here viewtopic.php?t=16420 works like a charm, the Noesis plugin found here for the textures: https://github.com/Silvris/MH-Tools-and ... ter/Noesis messes up the alpha channel. An easy fix is to paint the entire alpha channel white, since most of these don't use it either way, though one thing's been bothering me:
ImageImageImageImage
Why are these so small? An entire armor set barely makes up 256x256 pixels worth of texture in a game from 2013 on the Wii U. Surely I've been doing something wrong and these are somewhere in a higher size in the game's files, right?