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#Blade chronicles mbn
#textures archive
get idstring long
get files long
get null long
get null long
for i = 0 < files
get id short
get part2 byte
get part1 byte
get size long
get unk long
get unk long
next i
goto 56 0 SEEK_CUR
#start saving files
I don't know how to save those files though. There doesn't seem to be any offsets to work with.
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Last edited by finale00 on Thu Aug 11, 2011 3:35 pm, edited 3 times in total.
Here are a different set of mdn archives that contain model files.
For some reason, some mdl's are unpacked, while others are. I don't know why this is the case, but I've already verified that model files start with "mdl" string.
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the first unknown in the file structure is actually the filename
get fileid short
get part1 byte
get part2 byte
notice the filename is <part2>_<part1>_00000.mbn
the maxlength of a short is 65535 (5 chars)
so
file may be referred to internally as "<part2>_<part1>_<fileid>"
i cant understand one of the texture files i opened - theres 56 bytes of garbage before the first dds header - but the images are corrupted even with manually extracting..
models seem fine though.. and you have another thread on those - so use something like this for now
get idstring long
get files long
get DUMMY long
get DUMMY long
savepos offset
set pos long files
math pos *= 16 # size of file record structure
math pos += offset
get filesize asize
for i = 0 < files
get id short
get minor byte
get major byte
get size long
get unk long
get unk long
string FNAME p= "%03i_%03i_%05i.mdl" major minor id
log FNAME pos size
math pos += size # next offset
next i