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Nocturne model/anim formats

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xyzzrp
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Nocturne model/anim formats

Post by xyzzrp »

Hi!

Can someone take a shot at Nocturne (1999, Terminal Reality) model formats? Extracted from POD, they are in DFM (model) and SKL (anims) format. They can also be exported from the official editor in S3D format (Simple 3D), but the plugins included are for an ancient version of Max which wont install nowadays. I was not able to find any importer for S3D too.

I cant attach up a 500kb zip file so I put them on GDrive. Included are DFM, SKL and exported S3D.

https://drive.google.com/file/d/10hmZX9 ... p=drivesdk

There is also the official editor which includes the old plugins and some format documentation.

https://www.moddb.com/downloads/nocturne-editor
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Re: Nocturne model/anim formats

Post by shakotay2 »

Hi!

Well, both formats, the .s3d and the "raw" .DFM are pure ASCII files. So simply add a .txt extension.

Excerpt from bride.s3d.txt:

// vertList: x,y,z
-0.628759,0.0208607,-0.0048598
-0.443589,0.0155997,-0.498724
-0.674191,0.0109659,-0.663217
-0.815357,0.000100909,-0.0595589
-1.00275,0.0208007,-0.51042
-0.444428,0.233365,-0.380122
-0.606753,0.234051,-0.085092
...

>>> Add a preceeding "v " to each line to get a point cloud.

Triangles are harder to track:

// triList: materialIndex,vertices(index, texX, texY)
0, 1,207,200.859, 0,216.711,199.566, 2,216.828,199.789
0, 2,216.828,199.789, 0,216.711,199.566, 3,222.586,201
0, 2,216.828,199.789, 3,222.586,201, 4,233.156,200.031
0, 5,207.855,189.547, 0,216.711,199.566, 1,207,200.859
0, 6,216.613,188.012, 0,216.711,199.566, 5,207.855,189.547
0, 0,216.711,199.566, 7,223.105,188.598, 3,222.586,201

From the format description it says:
textureIndex, vertexIndex1,u1,v1, vertexIndex2,u2,v2, vertexIndex2,u2,v2

Maximum vertexindex for bride appears to be 407 which matches the number of vertex lines of vertList.
All u1, v1 pairs seem to be identical for the same vertexIndex.

>>> So I'd grab the first occurence of any vertexIndex and sort those lines together.
Adding of "vt " required.

>>> Triangles list can be composed by creating lines like
f vertexIndex1 vertexIndex2 vertexIndex3

Sadly the Nocturne Editor doesn't work when trying to execute, error message is:
---------------------------
Please copy Nocturne to your hard drive

File: inivar.cpp
Line: 87
---------------------------

Seems you'll need Windows XP to start it:
“Nocturne” doesn’t run on Windows 7 and higher.

(It has .S3D import/export plug-ins for Max 2.x and Max 3.0 only, so that would not help either.)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Nocturne model/anim formats

Post by xyzzrp »

There's an installer on MyAbandonware that is already fully patched and works on Win10. The only things not working properly are the menus, they take a lot of time to execute the commands.

Well I know nothing about reversing models (why I asked here).

I guess the only way would be to figure out a way to install Max 2/3. Maybe find a portable version, or use a virtual machine.
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Re: Nocturne model/anim formats

Post by shakotay2 »

xyzzrp wrote: Fri Feb 10, 2023 1:43 pmI guess the only way would be to figure out a way to install Max 2/3. Maybe find a portable version, or use a virtual machine.
Whatever. Or learn how to code.
.
bride_point_cloud.png
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Nocturne model/anim formats

Post by xyzzrp »

I have gotten into C++ programming lately for specific purposes not even close related to models or formats.

Anyhow. Using VBox. Running WinXP and 3DS 2.5 I managed to load the s3d only to find out there are no animations inside. They appear to be in the skl file. I dont think thats even the TPose, nocturne editor might export to s3d the current frame.

The textures appear to be exportable via BloodRayne toolset.
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Re: Nocturne model/anim formats

Post by shakotay2 »

With some efforts it should be possible to create a .smd file from a .skl file:

// boneList
"Bip01 Pelvis", -1
"Bip01 L Thigh", 0
"Bip01 R Thigh", 0
"Bip01 Spine", 0
...

// reference bone org list: x,y,z
-0.000496486,-2.71782,-0.593064
-0.554033,0,-1.01328e-006
0.554033,0,1.01328e-006
...

// angle list: w,x,y,z
0.994919,-0.100678,7.95486e-008,-2.58666e-007
0.974202,-0.225037,0.0154768,0.00697736
0.974413,-0.223907,-0.0194872,-0.00250365
...

// root offset list: x,y,z
0,0,0
-4.40003e-005,-0.00138998,0
-5.21997e-005,-0.00277996,0
...
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Nocturne model/anim formats

Post by Durik256 »

xyzzrp wrote: Fri Feb 10, 2023 3:06 am S3D format (Simple 3D)
I made a plugin for Noesis.
texture files should be near the model (RAW-pixdata, ACT-paldata)
Image
*(strange, but I did not see information about the textures (width,height, etc.), I think all the textures in the game are 256x256)
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Re: Nocturne model/anim formats

Post by Durik256 »

xyzzrp wrote: Fri Feb 10, 2023 3:06 am SKL (anims) format.
only skeleton
Image
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Re: Nocturne model/anim formats

Post by Karpati »

I have finished my Nocturne Engine ASCII *.KFM load module.
It supports the version 5, 6, 7, 8 ASCII *. KFM files.

I am working on the Binary version of .KFM files.


Nocturne_Engine_KFM.jpg
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Re: Nocturne model/anim formats

Post by xyzzrp »

Karpati wrote: Sun Feb 12, 2023 11:02 am I have finished my Nocturne Engine ASCII *.KFM load module.
It supports the version 5, 6, 7, 8 ASCII *. KFM files.

I am working on the Binary version of .KFM files.
Awesome! But what game uses binarized KFM?
Durik256 wrote: Sat Feb 11, 2023 10:37 pm only skeleton
Sweet. Thanks for the plugins! So the animations are not actually in the SKL, or the plugin just dont support it?
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Re: Nocturne model/anim formats

Post by Karpati »

xyzzrp wrote: Sun Feb 12, 2023 9:00 pm Awesome! But what game uses binarized KFM?
It is funny, because I did find the binary .kfm files in the game you posted here (Nocturne).

See the following files for example:

AMMOBAG.KFM
BAT.KFM
BATCREEP.KFM
CANDLE.KFM
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Re: Nocturne model/anim formats

Post by Karpati »

I have finished my
Nocturne Engine ASCII *.KFM,
Terminal Reality TRI Tools *.S3D loader modules.

I have released the following program:
- 3D Object Converter v10.002 (Windows)

How to get the 3D Object Converter v10.002:
Download the 3D Object Converter from http://3doc.i3dconverter.com and install it or download and use the portable version (if you don’t have it yet).
(Or just use the Help/Check for updates... function to get the v10.002.)
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