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Perfect World Games for noesis

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Drawing
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Re: Perfect World Games for noesis

Post by Drawing »

jayn23 wrote: Fri Apr 24, 2020 4:14 pm
Sorry for thousand of request
no problem :D
i want my scripts to be a good as possible, iv been working on something for more than 2 months now so this is a nice diversion lol

anyway i wont have time to work on this until Sunday, but i will checkout your samples and update my script
we waited years to see such a script. Couple of days won't be a problem :D .
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Re: Perfect World Games for noesis

Post by jayn23 »

we waited years to see such a script. Couple of days won't be a problem :D .
Ok so iv finished updating the script so it loads all your samples, but i am guessing there are many more material types to make this script
complete so here is a suggestion that i did once for a game that ended having over 20 vertex buffer formats:
search your client directory for all .ski files and copy them to a separate folder, then using the mesh only script and noesis use batch export and any file that dosent work put in a directory than i can take samples from.

I also added support in the script for lower version so now this script opens jade dynesy from version 9 like kingjules uploaded and perfect world/forsaken world meshes as well.

also added basic texture support per you request :D
unfortunately this only works for forsaken world and perfect world samples i have since the names are in Chinese.
the sampeles i have from you for swordsman online dont look like Chinese and i cant figure out how to read them, what language is the client?
Image

attachment has mesh only script, with bone support ill probably add tomorrow
fmt_JadeDynasy-no skin.rar
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Re: Perfect World Games for noesis

Post by CriticalError »

jayn23 wrote: Sun Apr 26, 2020 9:02 pm
we waited years to see such a script. Couple of days won't be a problem :D .
the sampeles i have from you for swordsman online dont look like Chinese and i cant figure out how to read them, what language is the client?
thanks for the update, the client is chinese, the problem sure don't use correct unpacker to get filenames, so the guy who upload it put like that, I unpack before the game and get with correct file names are in chinese.

Web: http://xa.wanmei.com/download/
笑傲江湖OL
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Re: Perfect World Games for noesis

Post by jayn23 »

I seem to have found a bug in noesis and wondering if anyone knows how to overcome it or contact rich to report it?

I added all my changes to the mesh + skeleton script and i kept getting these I/O errors when trying to decode the Chinese char which is weird because it works just fine for the mesh only version

Image

so i started playing with it and found that when i comment out paired files it works just fine:
Image

i also added conditions that if its a wrong version or unsupported format, it will just exit with comment - no more crashing or endless loops
and made it so you double click first .ski file and only need to choose .bon, 1 less click ---- when you debug alot that 1 click get tiresome [roll]
please let me know if everything works.

for now file with skeleton loads everything without textures
thanks for the update, the client is chinese, the problem sure don't use correct unpacker to get filenames, so the guy who upload it put like that, I unpack before the game and get with correct file names are in chinese.
if you have the names in Chinese the only mesh version should work for you, if you can upload a sample or 2 that have both normal maps and diffuse ill try to get both to load currently i load only diffuse because that what i had
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Re: Perfect World Games for noesis

Post by Drawing »

CriticalError wrote: Sun Apr 26, 2020 10:58 pm
jayn23 wrote: Sun Apr 26, 2020 9:02 pm
we waited years to see such a script. Couple of days won't be a problem :D .
the sampeles i have from you for swordsman online dont look like Chinese and i cant figure out how to read them, what language is the client?
thanks for the update, the client is chinese, the problem sure don't use correct unpacker to get filenames, so the guy who upload it put like that, I unpack before the game and get with correct file names are in chinese.

Web: http://xa.wanmei.com/download/
笑傲江湖OL
Yes i use quickbms scripts from aluigi and filenames are not extracted, the client version is chinese.

I tried an huge amount of unpacker but none of them work.
Could you please share with the community the unpacker you used for swordsman online and tell us which chinese client version you have?

thanks
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Re: Perfect World Games for noesis

Post by olli9000 »

Drawing wrote: Fri Apr 24, 2020 3:13 pm
As a guy stated in another post, there are different version of models. Some of them cointain skeleton and animation in one big .bon file, differently from other models that got a little .bon file with skeleton and single animations in different .stck files.
Here the quote
olli9000 wrote: Tue May 08, 2018 2:01 am Wow nice! Thank you so much. For me it works only in 2015, but only with .ski who have .stck animation files. There are many models, who dont have animation files (stck).
I was searching for the missing stck files, but nothing and I know why. There are different versions where the animations inside. For the newer version, the animations are in .stck files. For older versions the animations are in the .bon file self!

Here you can see, what i mean (version 6 .smd, then animations are in 1 bon file):
Image

I uploaded a new sample for that. The animations must be in the .bon file inside:
https://www.dropbox.com/sh/zstkr9so5f9v ... T4mna?dl=0

Please help me :scaredy:
Yes, thats me :D Iam so happy about this thread, awesome job for the plugin!! With stck animation it works like a charm here. But the .bon files in older versions contain the animation data inside the .bon file, wich i cant open :[ Iam not sure atm - is that possible/do you solve that? :eek:
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Re: Perfect World Games for noesis

Post by CriticalError »

jayn23 wrote: Mon Apr 27, 2020 12:48 am if you have the names in Chinese the only mesh version should work for you, if you can upload a sample or 2 that have both normal maps and diffuse ill try to get both to load currently i load only diffuse because that what i had
well I don't have client but the tip to get correct file names is change your system locale.

Image
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Re: Perfect World Games for noesis

Post by jayn23 »

iv been trying to figure out the other .stck formats

I have been successful in figuring out Saint Seiya animation :D
Image

the other formats are weird managed to understand the block size so i successfully loop from BoneID 0 to 1 and from 1 to 2 etc..
translation part has 12 bytes for x,y,z which is normal but the rotation part has only 6 bytes - i tried reading them as half floats but most are Nan...

the following code will loop thru structure correctly but i am not reading the data correctly.

Code: Select all

Magic = ReadStringKnown(g, 8)

#version 3
version = struct.unpack("<I",g.read(4))[0] # num of meshes

boneCount = struct.unpack("<I",g.read(4))[0]

g.seek(20,0)

numFrames = struct.unpack("<I",g.read(4))[0]

ukw = struct.unpack("<I",g.read(4))[0]

g.seek(44,0)

for i in range (boneCount):

    boneID = struct.unpack("<I",g.read(4))[0]

    TransCount = struct.unpack("<I",g.read(4))[0]

    g.seek(9,1)

    for k in range(TransCount):
            x = struct.unpack("<f",g.read(4))[0]
            y = struct.unpack("<f",g.read(4))[0]
            z = struct.unpack("<f",g.read(4))[0]
      
    g.seek(16,1)
            
    RotCount = struct.unpack("<I",g.read(4))[0]
    g.seek(9,1)

    #could be packed quaterion or euler angels
    for k in range(RotCount):
            x = struct.unpack("<e",g.read(2))[0]
            y = struct.unpack("<e",g.read(2))[0]
            z = struct.unpack("<e",g.read(2))[0]
                
    g.seek(16,1)
ill be posting updated script once i see if i or some one else can help figure this format out
Last edited by jayn23 on Thu May 07, 2020 11:40 pm, edited 2 times in total.
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Re: Perfect World Games for noesis

Post by KingJuls »

jayn23 wrote: Wed May 06, 2020 9:21 pm iv been trying to figure out the other .stck formats

I have been successful in figuring out Saint Seiya animation :D
Image

the other formats are wired managed to understand the block size so i successfully loop from BoneID 0 to 1 and from 1 to 2 etc..
translation part has 12 bytes for x,y,z which is normal but the rotation part has only 6 bytes - i tried reading them as half floats but most are Nan...

the following code will loop thru structure correctly but i am not reading the data correctly.

Code: Select all

Magic = ReadStringKnown(g, 8)

version = struct.unpack("<I",g.read(4))[0] # num of meshes

boneCount = struct.unpack("<I",g.read(4))[0]

g.seek(20,0)

numFrames = struct.unpack("<I",g.read(4))[0]

ukw = struct.unpack("<I",g.read(4))[0]

g.seek(44,0)

for i in range (boneCount):

    boneID = struct.unpack("<I",g.read(4))[0]

    TransCount = struct.unpack("<I",g.read(4))[0]

    g.seek(9,1)

    for k in range(TransCount):
            x = struct.unpack("<f",g.read(4))[0]
            y = struct.unpack("<f",g.read(4))[0]
            z = struct.unpack("<f",g.read(4))[0]
      
    g.seek(16,1)
            
    RotCount = struct.unpack("<I",g.read(4))[0]
    g.seek(9,1)

    #could be packed quaterion or euler angels
    for k in range(RotCount):
            x = struct.unpack("<e",g.read(2))[0]
            y = struct.unpack("<e",g.read(2))[0]
            z = struct.unpack("<e",g.read(2))[0]
                
    g.seek(16,1)
ill be posting updated script once i see if i or some one else can help figure this format out
You are Create maybe Animation works in future for PW/JD/Swordsmann :)
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Re: Perfect World Games for noesis

Post by jayn23 »

You are Create maybe Animation works in future for PW/JD/Swordsmann :)
As far as i have been able to find there are 4 types of .stck
version 1 - used in perfect world which my old script supported
version 2 + version 3 - found in swordsman online and i would assume all the newer games which i dont understand and to be honest without help its not gonna happen.
version 2 unique - special format found only in Saint Seiya which i plan to release soon.

So sorry but i dont think you will get more animations than this
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Re: Perfect World Games for noesis

Post by KingJuls »

Okay thank u.
But for me no Plugin work for any Model..^^
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Re: Perfect World Games for noesis

Post by jayn23 »

Okay thank u.
But for me no Plugin work for any Model..^^
this is a unfinished script "all in one" combining all formats in this thread - its a mesh only that can open all games in this thread
PW/FW/Saint Seyia/JD/SO --- .ski ,bmd, mox

i am posting it just so you can check if it works with you models, if it dosent upload samples.

next week i will post one with .stck and .bon and better auto texturing.
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Re: Perfect World Games for noesis

Post by KingJuls »

With the last Script it works for me perfect!
Thank u very much!

Maybe u can need example for stck Format:
https://mega.nz/file/wIERhYqS#jYw_UjvM6 ... j849BDufGk

Best Regards
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Re: Perfect World Games for noesis

Post by jayn23 »

Here is my finale ''all in one" script:

In attachment there are Mesh only script and skinned + animation script.

Mesh only script - opens all formats mentioned in this thread including ski (form all games)/bmd/mox, i managed to fix my auto texturing to work 100% correctly. please note that file names must be extracted correctly in Chinese or it wont work - tested on saint seyia and PW.

Image

And another one :D
Image

skinned + animation script - works like Mesh only script + loads .bon (for all games) + .stck animation for Saint Seyia + PW.
sadly i have not been able to figure out version 3 of .stck.
I also have a bug which is a noesis thing i hope rich fixes in the future where i cant load textures in this version so your animation will have to stay untextured.

*If you try to load animation of unsupported version in most cases it will just state unspported and load ski and bon normally.
one version of animation will cause noesis to crash since it shares a version number with Saint Seyia (but not the format) so there is no way for me ti distinguish them.

Enjoy the script :)
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Re: Perfect World Games for noesis

Post by CriticalError »

jayn23 wrote: Sat May 09, 2020 9:58 pm Here is my finale ''all in one" script:

In attachment there are Mesh only script and skinned + animation script.

Mesh only script - opens all formats mentioned in this thread including ski (form all games)/bmd/mox, i managed to fix my auto texturing to work 100% correctly. please note that file names must be extracted correctly in Chinese or it wont work - tested on saint seyia and PW.

Image

And another one :D
Image

skinned + animation script - works like Mesh only script + loads .bon (for all games) + .stck animation for Saint Seyia + PW.
sadly i have not been able to figure out version 3 of .stck.
I also have a bug which is a noesis thing i hope rich fixes in the future where i cant load textures in this version so your animation will have to stay untextured.

*If you try to load animation of unsupported version in most cases it will just state unspported and load ski and bon normally.
one version of animation will cause noesis to crash since it shares a version number with Saint Seyia (but not the format) so there is no way for me ti distinguish them.

Enjoy the script :)
awesome work, congratulations for your discover and build, keep working hard.
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