Quite new to this all this, it was first time using a BMS script today to batch convert the textures, and it worked
Important information: this site is currently scheduled to go offline indefinitely by December 1st 2023.
If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe
If you wish to donate to attempt the preservation of tools and software somewhere else before it goes down, check the GoFundMe
Changchun/W3KSEA KFM files
-
Yelü Dashi
- ultra-n00b
- Posts: 3
- Joined: Wed Jun 02, 2010 8:30 pm
- Has thanked: 1 time
Changchun/W3KSEA KFM files
I've managed to convert the texture files from this Asian MMO, as explained here but I having problems with model files, the folder contain what I think are compressed KFMs. When opening with Nifskope I get ""failed to load kfm file (33554443)""(asume this is an invalid header due to compression ? ). Here's an example of one KFM file if someone wouldn't mind having a look.
Quite new to this all this, it was first time using a BMS script today to batch convert the textures, and it worked
So I hope the models can also be accessed
Any pointers would be most appreciated.
Quite new to this all this, it was first time using a BMS script today to batch convert the textures, and it worked
Last edited by Yelü Dashi on Mon Jun 14, 2010 12:08 am, edited 1 time in total.
-
Yelü Dashi
- ultra-n00b
- Posts: 3
- Joined: Wed Jun 02, 2010 8:30 pm
- Has thanked: 1 time
-
chrrox
- Moderator
- Posts: 2602
- Joined: Sun May 18, 2008 3:01 pm
- Has thanked: 57 times
- Been thanked: 1428 times
Re: Changchun/W3KSEA KFM files
its not compressed and its not a nif file they must just use the same extension it looks like a plain model file common in pc mmo's
-
finale00
- M-M-M-Monster veteran

- Posts: 2382
- Joined: Sat Apr 09, 2011 1:22 am
- Has thanked: 170 times
- Been thanked: 307 times
Re: Changchun/W3KSEA KFM files
Started with the easy stuff:

I've gotten the items that have bones and items that don't have bones.
The material section confuses me, and the bone section I don't know much about.
EDIT: revised. seems to work for all models and it covers the entire file, so now just need to fill in the unknowns.
Note: the materials are stored in the same order that the meshes appear, so mat1 = mesh1, mat2 = mesh2, etc. Just pass the mesh# when assigning material.
Note: Need a better way to deal with names, because right now I'm just skipping important information lol
Some samples attached:

I've gotten the items that have bones and items that don't have bones.
The material section confuses me, and the bone section I don't know much about.
Code: Select all
dword magic
dword ???
dword ??? (always E8 03 00 00 so far)
dword numBones
dword unk4 (maybe bones related)
dword numMeshes
dword total verts
dword total faces
float_12 ??? (just skipping it)
char_28 model name (read bytes until null, then skip the leftover bytes)
dword ???
float ???
dword ???
dword ???
numBones bone {
172 bytes
}
numMesh material {
44 bytes
Get name by reading bytes until you get a null byte, then just skip the other bytes to the next section
}
numMesh mesh {
dword numVerts
dword numFaces
numVerts vertex {
float_3 coords
float_3 normals?
float_4 ???
float_2 uv
float_6 ???
}
numFaces face {
short_3 face indices
}
}
dword_2 ???
Note: the materials are stored in the same order that the meshes appear, so mat1 = mesh1, mat2 = mesh2, etc. Just pass the mesh# when assigning material.
Note: Need a better way to deal with names, because right now I'm just skipping important information lol
Some samples attached:
You do not have the required permissions to view the files attached to this post.
-
Yelü Dashi
- ultra-n00b
- Posts: 3
- Joined: Wed Jun 02, 2010 8:30 pm
- Has thanked: 1 time
Re: Changchun/W3KSEA KFM files
Wow - took a while but it's awesome that you've cracked it. What else needs to be sorted ?
