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

Hero Online MMO

Post questions about game models here, or help out others!
Post Reply
finale00
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2382
Joined: Sat Apr 09, 2011 1:22 am
Has thanked: 170 times
Been thanked: 307 times

Hero Online MMO

Post by finale00 »

Here are some character models from Hero online.

The items were straightforward to figure out, but I don't know what kind of data a character might have.
Maybe someone can look at it so I can look at what kinds of things there are for future reference?

Maybe the bones are stored in a separate file (.n3joint). The meshes are stored in .n3cskins
The other files just specify what needs to be loaded.
You do not have the required permissions to view the files attached to this post.
finale00
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2382
Joined: Sat Apr 09, 2011 1:22 am
Has thanked: 170 times
Been thanked: 307 times

Re: Hero Online MMO

Post by finale00 »

All non-character models (items, map assets, etc) are stored in n3pmesh files.
n3shape files specify the model name, the texture used, and n3pmesh that should be loaded.
n3object files specify which n3shape file to load.

Format of n3pmesh is straightforward

Code: Select all

dword length
length mesh_name

dword_4 ???
dword vertNum
dword faceNum * 3

struct vertex {
   float_3 vx, vy, vz
   float_3 nx, ny, nz (just guessing)
   float_2 tu, tv
}
struct face {
   word_3 v1, v2, v3
}
dword_4 ???
Some samples attached for those that want to try it.
You do not have the required permissions to view the files attached to this post.
Karpati
ultra-veteran
ultra-veteran
Posts: 467
Joined: Thu Dec 07, 2006 11:25 pm
Has thanked: 9 times
Been thanked: 95 times

Re: Hero Online MMO

Post by Karpati »

Did you read this thread ? :wink:

viewtopic.php?f=10&t=5464
finale00
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2382
Joined: Sat Apr 09, 2011 1:22 am
Has thanked: 170 times
Been thanked: 307 times

Re: Hero Online MMO

Post by finale00 »

lol, didn't know it had a different name :)
Karpati
ultra-veteran
ultra-veteran
Posts: 467
Joined: Thu Dec 07, 2006 11:25 pm
Has thanked: 9 times
Been thanked: 95 times

Re: Hero Online MMO

Post by Karpati »

I think these games are use same formats.

I did find 2 different .n3pmesh formats in the Knight Online game.
The first is same with your description, but the second is different.

Here I uploaded some sample files. Can you look into these files ?
You do not have the required permissions to view the files attached to this post.
finale00
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2382
Joined: Sat Apr 09, 2011 1:22 am
Has thanked: 170 times
Been thanked: 307 times

Re: Hero Online MMO

Post by finale00 »

Hmm after the mesh name there 6 dwords.
The one I wrote up there assumed that the last 2 dwords are the vertNum and faceNum, but for the ones you posted the 3rd seem to be the vertNum and the 4th is the faceNum.

I looked at a couple hero meshes and noticed that 3-4 are the same as 5-6, so perhaps 3-4 are the ones we want.

Revised format (still works for hero n3dpmesh)

Code: Select all

dword length
length mesh_name

dword_4 ???
dword vertNum
dword faceNum * 3

struct vertex {
   float_3 vx, vy, vz
   float_3 nx, ny, nz (just guessing)
   float_2 tu, tv
}
struct face {
   word_3 v1, v2, v3
}

/* unclear what this section is, will need more samples */
dword ??? (in hero online, value always 2, while the knights samples has value 6)
struct ??? { (does not exist if value == 2)
   dword ???
}
dword_4 ???
Will need some more samples to confirm what they are. Preferably ones that are obvious what they should be (like a weapon or a bag)

btw, can you tell me how to convert the dxt files? I want to texture these lol
Karpati
ultra-veteran
ultra-veteran
Posts: 467
Joined: Thu Dec 07, 2006 11:25 pm
Has thanked: 9 times
Been thanked: 95 times

Re: Hero Online MMO

Post by Karpati »

can you tell me how to convert the dxt files? I want to texture these lol
You can download the tool using this link:
[url]http://www.kz_3d.tvn.hu/N3TexViewer.zip[/url]
Karpati
ultra-veteran
ultra-veteran
Posts: 467
Joined: Thu Dec 07, 2006 11:25 pm
Has thanked: 9 times
Been thanked: 95 times

Re: Hero Online MMO

Post by Karpati »

Hmm after the mesh name there 6 dwords.
The one I wrote up there assumed that the last 2 dwords are the vertNum and faceNum, but for the ones you posted the 3rd seem to be the vertNum and the 4th is the faceNum.
I looked at a couple hero meshes and noticed that 3-4 are the same as 5-6, so perhaps 3-4 are the ones we want.
My problem is the following with the uploaded files:

I can load the vertices correctly, but when I use the face datas (3 x 2bytes_Word) I got a wrong mesh.
I exported these files into Wavefront .obj/mtl formats and I attached a screenshots also.
I am going crazy, because I don't know what is the problem with these files.
You do not have the required permissions to view the files attached to this post.
finale00
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2382
Joined: Sat Apr 09, 2011 1:22 am
Has thanked: 170 times
Been thanked: 307 times

Re: Hero Online MMO

Post by finale00 »

I got the same thing. Not sure where the problem could be.
If it's just those files then it probably isn't too big a deal...lol

Thanks for the tex converter. As long as something can work with the files anything is fine.
Post Reply