Re: (PC) Dead Spece 2 (.dat)
Posted: Sun Feb 13, 2011 12:55 am
Any clue how can open the .geo files?
by google translate
by google translate
renato wrote:Any clue how can open the .geo files?
nightFlarer wrote:Phew, ok, I am done. So it's the same deal guys with maxscripts.
Copy the code below, open up 3DS Max, Maxscript Menu>New Script, then paste, save, Maxscript Menu>Run Script, select the script you saved.
Now it's going to ask for the mesh file, so open up a .geo in the "Mesh" folder eg. 0144_torsoupper.geo
Then it's going to ask for the UV file which is also a .geo file, but should be in the "MeshVolatile" folder eg. 0145_torsoupper.geo
Notice that the number is different, lower is the mesh and greater is the UV.
Code: Select all
fname = getOpenFileName \ caption:"Open .geo from Mesh folder" \ types:"Dead Space 2 Mesh(*.geo)|*.geo" \ historyCategory:"DeadSpace2ObjectPresets" f = fopen fname "rb" gname = getOpenFileName \ caption:"Open .geo from MeshVolatile folder" \ types:"Dead Space 2 UV(*.geo)|*.geo" \ historyCategory:"DeadSpace2ObjectPresets" g = fopen gname "rb" clearlistener() fscale=100 Face_array=#() Vert_array=#() UV_array=#() fseek f 0x0380 #seek_set Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string)) unk1=readlong f vertcount=readlong f unk2=readlong f null1=readlong f unk3=readlong f vertcount=readlong f unk4=readlong f unk5=readlong f unk6=readlong f face=readlong f unk7=readlong f faceoff=readlong f fseek f 0x400 #seek_set Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string)) for x = 1 to vertcount do( vx=readfloat f vy=readfloat f vz=readfloat f p=readfloat f p=readfloat f p=readfloat f p=readfloat f p=readfloat f append Vert_array([vx,vy,vz] * fscale) ) for u = 1 to vertcount do( tu=readfloat g tv=readfloat g append UV_array[tu,tv,0] ) Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string)) fseek f faceoff #seek_set for x = 1 to face/3 do( fa=readshort f #unsigned+1 fb=readshort f #unsigned+1 fc=readshort f #unsigned+1 append Face_array[fa,fb,fc] ) Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string)) msh = mesh vertices:Vert_array faces:Face_array msh.numTVerts = UV_array.count buildTVFaces msh for j = 1 to UV_array.count do setTVert msh j UV_array[j] for j = 1 to Face_array.count do setTVFace msh j Face_array[j] Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string)) gc() fclose f fclose g
How'd you do that? for me it just outright crashes.Aliensoldier wrote: Well, I was using ConvertTG4 with Debug and it worked, or something like that...
It's not the best result, but I think every can see the texture of the Slasher in there.
Can you post it, pls?nightFlarer wrote:The maxscript is updated in the other thread.
I have the same question.hope someone can write a new decode program for PC versionRedDeadRedemption wrote:Any progress to decode snu files from PC version?
The animation files are the *.win files inside stream sets.Gamma256 wrote:Does anybody know where the animation files are? I am trying to experiment around but can't seem to find those files and its confusing. Thanks in advanced.