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Universal Century Gundam Online .DET
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Troopermanaic
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Universal Century Gundam Online .DET
were not entirely sure how this file works, we heavily suspect that its an archive file that contains 3d files but also there are people telling us that the file itself is a 3d file format which I don't understand why it would be if there is more then 1 3d file in it and they all don't get called at once when playing the game so im really leaning towards the archive.
If anyone can help me open this file I will be very grateful, supposedly there are 7 files in here "may be more I don't really know"
Heres a link to the file http://www.2shared.com/file/Uj6gt1Tu/E_ITEMMAPITEM.html
I don't know their format either but their names are
CLOCKTOWER
DRINKINGFOUNTAIN
GROUNDLIGHT
HYDRANT
MARKINGCONE
STATUE0
STATUE1
If anyone can help me open this file I will be very grateful, supposedly there are 7 files in here "may be more I don't really know"
Heres a link to the file http://www.2shared.com/file/Uj6gt1Tu/E_ITEMMAPITEM.html
I don't know their format either but their names are
CLOCKTOWER
DRINKINGFOUNTAIN
GROUNDLIGHT
HYDRANT
MARKINGCONE
STATUE0
STATUE1
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chrrox
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Troopermanaic
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Re: Need help on this file format .DET
that's good to know even though its a 3d file format it still has more then one file in it somehow, all these files aren't called upon at once in the game they are in different locations and sometimes multiplied at one location. It makes me wonder how it works as we really want to add to and edit some of the mesh inside.chrrox wrote:It is a 3d model format.
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Troopermanaic
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Re: Need help on this file format .DET
sorry for bump I have been on vacation. Anyway I really need help with reversing this file. I want to be able to extract the 3d and possibly re import. I am not a good coder so personally I wont be able to figure out but Im a 3d modeler and I want to be able to make mods for this game. I would be eternally grateful with any help.
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finale00
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Re: Need help on this file format .DET
If you are a 3D modeler then you would probably have a better idea what the data represents, since you most likely know more than that an average programmer knows. Especially since there's all sorts of stuff in there like material properties etc. A strong background in 3D should make it easy to learn to figure out a format since you have a larger bag of tricks.
The string "XR" constantly appears at certain points in the file. Perhaps that is of some significance.
For example

Take a look at the third highlighted XR from the top. There's a 3 right before it, and the number after the XR represents the length of the string.
I've noticed each XR is preceded by a particular number, but haven't found any patterns.
If you can find some patterns and take a guess what they might be based on your experience with the program itself, that would be helpful.
For instance, in this case, I might say "any XR's preceded by a 03 00 represents a texture", but that is not a guarantee since I only have limited samples to work with.
Also, it could always be an archive, or at least, a bunch of models stored together, but at first glance it looks like all of the textures are defined near the bottom of the file while the geometry is defined above it.
The string "XR" constantly appears at certain points in the file. Perhaps that is of some significance.
For example

Take a look at the third highlighted XR from the top. There's a 3 right before it, and the number after the XR represents the length of the string.
I've noticed each XR is preceded by a particular number, but haven't found any patterns.
If you can find some patterns and take a guess what they might be based on your experience with the program itself, that would be helpful.
For instance, in this case, I might say "any XR's preceded by a 03 00 represents a texture", but that is not a guarantee since I only have limited samples to work with.
Also, it could always be an archive, or at least, a bunch of models stored together, but at first glance it looks like all of the textures are defined near the bottom of the file while the geometry is defined above it.
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Troopermanaic
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Re: Need help on this file format .DET
there is no actual textures in this file. The .DDS is a relocation to another file that has that file. Im almost sure the data to the 3d files are near the bottom. I hadn't noticed any patterns yet I been searching but stuff just seems to be different sizes.
I have a feeling the developers left data caves in the file but im not entirely sure yet.
A friend of mine told me sometimes in files there could be data that is backwards I have a feeling that XR is really RX because the games main file .dll happens to be called RX.DLL
I have a feeling that file may be a little bit more complected then most because it has multiple different 3d models that doesn't belong to its original. Heres another that focuses on just one 3d model. Not exactly one 3d model but the whole truck but you catch my drift.
http://www.2shared.com/file/ZHTvLQaP/TRUCK01.html?
I have a feeling the developers left data caves in the file but im not entirely sure yet.
A friend of mine told me sometimes in files there could be data that is backwards I have a feeling that XR is really RX because the games main file .dll happens to be called RX.DLL
I have a feeling that file may be a little bit more complected then most because it has multiple different 3d models that doesn't belong to its original. Heres another that focuses on just one 3d model. Not exactly one 3d model but the whole truck but you catch my drift.
http://www.2shared.com/file/ZHTvLQaP/TRUCK01.html?
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Troopermanaic
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Re: Need help on this file format .DET
ACTUALLY I Had noticed a pattern with the Truck01.DET

I also had noticed that there is ALWAYS a number after all those y's
It would seem in the hex that y looking letter is F so in the picture on the very bottom left you can see is says ff ff ff ff 09 and there is other patterns that are the same with a diffrent number at the end.

I also had noticed that there is ALWAYS a number after all those y's
It would seem in the hex that y looking letter is F so in the picture on the very bottom left you can see is says ff ff ff ff 09 and there is other patterns that are the same with a diffrent number at the end.
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finale00
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Re: Need help on this file format .DET
lol your friend's right, I forgot it's little endian so non-strings are reversed. I just looked at the XR and though "hey a string XR".
Those FF's represent -1, or something else like padding.
Let's look at a different pattern. In particular, you're probably interested in being able to at least load up the model. Then the complicated stuff can come after (like re-importing, which probably won't happen until you have a pretty clear understanding of the entire file)
Go to the top of the truck file and then highlight all XR's (your editor should be able to do this).
Look at the 4th XR, skip the next 4 bytes (12 01 00 00), and you should see 20 98 00 00, which is equal to 38944 (little endian).
Skip 20 bytes (5 integers) so your cursor is at position 0x84 and then start selecting everything as you scroll down. Once you reach another XR, you'll notice that the selection size is very close to 38944
At this XR, skip the next 4 bytes (familiar? it's 12 01 00 00) and then you will find 80 2A 00 00, which is equal to 10880.
Again, skip 20 bytes again, and you should start at a section of floats.
Begin highlighting like before but this time aim to highlight only 10880. You'll find yourself near another XR, which again shows the same pattern as the previous two sections.
...
You should find that there are exactly 4 sections of floats, and then right after that you run into a bunch of indices (shorts). Not surprisingly, if you repeat the pattern you just did before, skipping 4 bytes (this time it's a 65 00 00 00), note the section size, skip another 20 bytes, and then begin highlighting stuff, you'll run into another XR a few bytes away from that number, which is also followed by 65 00 00 00?!
Three sections of indices, and then it starts to reference script data, shaders, lighting, etc.
If you repeat this process with another model, you will probably find the same thing.
It seems that the general outline of the format has been found.
btw, what program is this?
Those FF's represent -1, or something else like padding.
Let's look at a different pattern. In particular, you're probably interested in being able to at least load up the model. Then the complicated stuff can come after (like re-importing, which probably won't happen until you have a pretty clear understanding of the entire file)
Go to the top of the truck file and then highlight all XR's (your editor should be able to do this).
Look at the 4th XR, skip the next 4 bytes (12 01 00 00), and you should see 20 98 00 00, which is equal to 38944 (little endian).
Skip 20 bytes (5 integers) so your cursor is at position 0x84 and then start selecting everything as you scroll down. Once you reach another XR, you'll notice that the selection size is very close to 38944
At this XR, skip the next 4 bytes (familiar? it's 12 01 00 00) and then you will find 80 2A 00 00, which is equal to 10880.
Again, skip 20 bytes again, and you should start at a section of floats.
Begin highlighting like before but this time aim to highlight only 10880. You'll find yourself near another XR, which again shows the same pattern as the previous two sections.
...
You should find that there are exactly 4 sections of floats, and then right after that you run into a bunch of indices (shorts). Not surprisingly, if you repeat the pattern you just did before, skipping 4 bytes (this time it's a 65 00 00 00), note the section size, skip another 20 bytes, and then begin highlighting stuff, you'll run into another XR a few bytes away from that number, which is also followed by 65 00 00 00?!
Three sections of indices, and then it starts to reference script data, shaders, lighting, etc.
If you repeat this process with another model, you will probably find the same thing.
It seems that the general outline of the format has been found.
btw, what program is this?
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Troopermanaic
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Re: Need help on this file format .DET
you are very right brother. Anyway the program these files are associated to is Universal Century Gundam Online. The official server was shut down but since then a Private server has been created.
Personally my main goal is to not only create mods for this game such as new mobile suits and weapons but also be able to improve the visual quality as well.
Personally my main goal is to not only create mods for this game such as new mobile suits and weapons but also be able to improve the visual quality as well.
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finale00
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Re: Need help on this file format .DET
http://ucgoserver.com/forum-3/ucgo-disc ... e-and-you/
They should know more, seeing how they've already gone far into the subject.
I don't suppose that's the p. server you're talking about? Lol
They should know more, seeing how they've already gone far into the subject.
I don't suppose that's the p. server you're talking about? Lol
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Troopermanaic
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Re: Need help on this file format .DET
That was me who posted that and I was very wrong about the .det file. Supposedly there was a file format in the 80s and 90s called .DET, I learned the hard way that they are not associated.finale00 wrote:http://ucgoserver.com/forum-3/ucgo-disc ... e-and-you/
They should know more, seeing how they've already gone far into the subject.
I don't suppose that's the p. server you're talking about? Lol
The admin pretty much told me he wants to see if I can figure out the file format for myself which means he isn't going to tell me. Allot of people are hoping that this file gets reversed. Im doing my best seeing that I am the only person interested at the moment to get it done.
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finale00
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Re: Need help on this file format .DET
lol he wants to see if you can figure it out, not you asking someone to figure it out for you and then presenting the results 
This sort of looks like a truck

I'm not sure if there are transformations involved cause those wheels look like they're in the wrong spot.
It uses a chunk-based fromat.
This sort of looks like a truck

I'm not sure if there are transformations involved cause those wheels look like they're in the wrong spot.
It uses a chunk-based fromat.
Code: Select all
#only applies to meshType 4. That is determined by the first short in the file
word meshType (2, 4)
word XR
#start chunk section
word unk
word XR
dword chunk
if chunk == 0x01
skip 40 bytes
if chunk == 0x20
skip 40 bytes
if chunk == 0x112
#vertex
dword numVerts * 32
dword unk #(32)
dword numVerts
dword_3 unk #(0, 1, 1)
struct vertex {
float_3 vx, vy, vz
float_5 (normals and UV)
}
dword unk
if chunk == 0x65
dword numIndices * 6
dword unk #(2)
dword numIndices (numFaces = numIndices / 3)
dword_3 unk #(0, 0, 1)
struct face {
word_3 indices
}
dword unk
if chunk == 0x0A
#scriptdata
#more chunks
Last edited by finale00 on Sat Jul 30, 2011 11:42 pm, edited 6 times in total.
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Troopermanaic
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Re: Need help on this file format .DET
yeah i know lol. Trust me im a person who never takes credit for other peoples work.
Anyway I really like what you have done for me so far, you seem allot more experienced at this type of stuff then I am.
Anyway I really like what you have done for me so far, you seem allot more experienced at this type of stuff then I am.
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finale00
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Re: Need help on this file format .DET
Wheels are definitely out of place.

I noted there are 4 vertex sections, but there are only 3 face sections.
That is strange.
At the very bottom, there are probably some transform matrices that will move the wheels to the correct spot, but then the wheels aren't separate objects o.O
EDIT:
I couldn't parse the first file you attached completely. Ran into some errors, so it looks like the format will need to be revised.

I have no idea why there are less face sections than vertex sections.
Someone else might have some clue.

I noted there are 4 vertex sections, but there are only 3 face sections.
That is strange.
At the very bottom, there are probably some transform matrices that will move the wheels to the correct spot, but then the wheels aren't separate objects o.O
EDIT:
I couldn't parse the first file you attached completely. Ran into some errors, so it looks like the format will need to be revised.

I have no idea why there are less face sections than vertex sections.
Someone else might have some clue.
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Troopermanaic
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Re: Need help on this file format .DET
im not sure but the game might be able to automatically relocate those wheels. I know a few other games do that but Im not 100% sure. The only way one would be able to tell is if the mesh was edited for one of those wheels and loaded up in the client to see if the wheel is still in the right place. Maybe the .DET file still holds this type of information in another spot.finale00 wrote:Wheels are definitely out of place.
I noted there are 4 vertex sections, but there are only 3 face sections.
That is strange.
One thing that has interested me is that the admin is able to move parts of the vehicles using the games xyz coordinates "which I dont know yet though I have samples" and he is also able to take parts from other .det files and replace stuff like heads, arms, ect.
Heres another file its an RX-78-2 Gundam. Id like to see what happens when its loaded up http://www.2shared.com/file/H6icrXlu/RX ... UNDAM.html?
Last edited by Troopermanaic on Fri Jul 29, 2011 8:34 pm, edited 1 time in total.
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