The Forum is up for sale: XeNTaX Forum looking for new owner

LithTech Models (.abc, .ltb, .dat)

Post questions about game models here, or help out others!
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: LithTech Models (.abc, .ltb)

Post by finale00 »

It's in my dropbox folder.
Antonkf
n00b
Posts: 15
Joined: Sat Feb 18, 2012 6:47 pm
Has thanked: 3 times

Re: LithTech Models (.abc, .ltb)

Post by Antonkf »

Thanks!
But though I could get the textures there seem to be no texture coordinates. I used 3ds max 7 and tried
converting models into .obj, .dae, .smd - but still the models didn't have tex coordinates.
And is it possible to get bones/animation?
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: LithTech Models (.abc, .ltb)

Post by finale00 »

I don't have texcoords for abc's because I never loaded them since I don't know how to get the textures.
What did you use?

I'll add skeleton when I get around to figuring that stuff out.
Antonkf
n00b
Posts: 15
Joined: Sat Feb 18, 2012 6:47 pm
Has thanked: 3 times

Re: LithTech Models (.abc, .ltb)

Post by Antonkf »

The Textures are in the Data\Skins.rez file. They are in .DTX format, readable and convertable by your Noesis plugin.
To unpack the .rez files I used “Dragon Unpacker” (maybe version doesn’t matter, but just in case ver.5, or 5.6.2 more precisely). I downloaded it from google search by typing ‘Dragon Unpacker’.
Models are in the Data\Models.rez and then in Models.rez\Models . There are also some subfolders in Models.rez\Models\Gibs like: Cat, Dagrel, Dragonfly – there are files in those folders called like Bones for them: Bip01 Head.abc, Bip01 Pelvis.abc etc.
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: LithTech Models (.abc, .ltb)

Post by finale00 »

I don't read dtx files properly so many of them cannot be read.
In particular I couldn't read most of the MM9 textures (I could read some simple ones like effects).
Antonkf
n00b
Posts: 15
Joined: Sat Feb 18, 2012 6:47 pm
Has thanked: 3 times

Re: LithTech Models (.abc, .ltb)

Post by Antonkf »

Here are 3 sample models from Might and Magic 9 - .abc models (Banshee,Basilisk and Bigfoot) and their .tga textures (2.5Mb)
https://rapidshare.com/files/2614279712 ... Models.rar

And 4 extracted folders (almost the whole game): Models, Skins(aka Textures for models) and some more, it also includes Dragon Unpacker 5, but it’s not needed for these files since they are already extracted with it (it extracts .rez game files). Textures in Skins folder are both in dtx and tga (302 tga(s)).
Models are in: Extractions\Models_Rez\MODELS
Their textures are in: Extractions\Skins_Rez\SKINS
https://rapidshare.com/files/3305677300/Extractions.rar
(235Mb)

This is how I got textures:
1 – Extracted with Dragon Unpacker the .rez files from the game
2 – Thus I got textures in .dtx format. They were extracted from Data\Skins.rez
3 – I opened Noesis (with your dtx plugin) and all the textures from that .rez file were viewable very well, and I used Tools->Batch Process-> Input extension: DTX, Output extension: TGA, addidional parameters I didn’t change (they were -texpre "$inname$_") and pressed the button Folder Batch. Picked Skins.Res\Skins (it’s where I extracted dtx from rez) and OK.
So, I got all the models textures from that folder – I found no problems with reading dtx files with your Noesis dtx plugin. (302 tga(s) are in that Skins.Res\Skins folder)
Antonkf
n00b
Posts: 15
Joined: Sat Feb 18, 2012 6:47 pm
Has thanked: 3 times

Re: LithTech Models (.abc, .ltb)

Post by Antonkf »

I found a mistake.
If you use Noesis plugin to extract the .rez files it extracts not all of their contents. For example, if I extract the Might and Magic 9 file MM9\Data\SKINS.REZ where the models textures are stored, the Noesis extractor will extract only 2 subfolders: GIBS and PROPS in the folder SKINS.
And if I extract SKINS.REZ with Dragon Unpacker 5, it extracts in the folder SKINS (in its root) 303 DTX files (they are the models/monsters textures) and the following subfolders: GIBS, MODELPROPS, PICKUPITEMS, PROJECTILES, PROPS, SPELLS, WEAPONS.
Just in case, here’s the Dragon Unpacker 5 setup file separately:
https://rapidshare.com/files/715099791/ ... 5setup.rar
(3Mb)
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: LithTech Models (.abc, .ltb)

Post by finale00 »

aluigi has a bms script for lithtech rez archives. I used that.

http://aluigi.altervista.org/papers/bms/rez.bms

But still, I'm surprised my dtx plugin loaded some textures lol

Anyways like the ltb format, I don't know how the textures are assigned.
For example in banshee, I can see that there are 5 textures labeled A B C D E, whereas in basilisk it has 2 and...no number for the first one. While bigfoot uses 1 2 3.

There's no obvious pattern at all.
Maybe there is another file that indicates which materials are used, and each mesh simply specifies the index for it, but I don't see anything like that in the files. In fact, I don't even see any way to distinguish which meshes use what materials. There are some unknowns in the mesh, but they don't seem to change across meshes. Submesh doesn't have any unknowns.

There doesn't seem to be any material names in the model itself...and even if the index represents which texture to use, they don't even have consistent naming schemes...

I have updated the script to load UV's (though I did a pretty brute-forced job at it, will make it look more sophisticated at a later time), but it doesn't automatically load textures, and it assumes all meshes use the same material.
Antonkf
n00b
Posts: 15
Joined: Sat Feb 18, 2012 6:47 pm
Has thanked: 3 times

Re: LithTech Models (.abc, .ltb)

Post by Antonkf »

Do you mean that there are the texture coordinates now? I exported from Noesis with the new version of the .abc plugin, but found no tex coords. I tried exporting to .dae - the model consisted of many parts some of which seemed to be the same, and to .obj, but no tex coords. If you had the models textured, could you please tell me how to do it - maybe I should use some 'advanced options' when exporting from Noesis, like -forcetc (I tried it, but it didn't help). And how to use that rez.bms file to extrace .rez? May be the .abc files I exported with Dragon Unpacker and with Noesis plugin are wrong, since I don't have tex coordinates.
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: LithTech Models (.abc, .ltb)

Post by finale00 »

There should be.

While the materials are assigned wrong, it does group them by mesh, so assuming all faces for a single mesh use the same material, you could still manually assign the appropriate textures.

(currently it assumes the texture used is the same as the model name, so I just renamed one of them)

Image

It actually looks like each variation is just a different palette, which makes sense, might and magic games like to use different colors to distinguish between monsters of the same kind.

But either way, there's no pattern to the texture names.

Btw the transparency is kind of messed up. When I loaded the textures normally nothing showed up...
Antonkf
n00b
Posts: 15
Joined: Sat Feb 18, 2012 6:47 pm
Has thanked: 3 times

Re: LithTech Models (.abc, .ltb)

Post by Antonkf »

Cool! Thanks a lot!
And did you find there any bones/animations?
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: LithTech Models (.abc, .ltb)

Post by finale00 »

I would assume that's what the other nodes are, but I don't know the format.
Maybe later.
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: LithTech Models (.abc, .ltb, .dat)

Post by finale00 »

.dat map format added to the list.
Samples: viewtopic.php?f=16&t=8674

It is difficult to do type checking and only checks the first one to see if it's a particular integer.

Just from combat arms and MM9 alone, it's evident that they both share similar structs, but also have different structs because the version is different. I will be re-factoring the plugin so that I can use a single parser where each of the different versions is implemented as separate interfaces.
Trishty
advanced
Posts: 63
Joined: Mon Jul 05, 2010 2:37 pm
Has thanked: 7 times
Been thanked: 15 times
Contact:

Re: LithTech Models (.abc, .ltb, .dat)

Post by Trishty »

Some sample from Sudden Attack:
http://www.mediafire.com/?bthzqd3925hv5o1
This game have a lot of idols: BIGBANG, 2Ne1, Bi Rain, ... :mrgreen:
In this sample is Rain :keke:
Weapons ltb is encrypt or something so I can't convert.
Characters ltb contain 4 or 5 models (low -> high poly) and all animations. LTB2LTA can get one model with UV (i thought). Use ModelEdit Talon can convert lta to abc and it can be import with ms3d (only have mesh, uv, bone)
Most of map can be import with your plugin, map in this sample can't import

Thank you very much for all plugins!
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: LithTech Models (.abc, .ltb, .dat)

Post by finale00 »

The ltb format is the same. There was a typo in the code where I assigned matName instead of texName. The material assigning is pretty much all wrong and I should delete it from the script completely because it's wrong.

Of course I still don't know how the texture names work. Maybe I should convert some of those ltb's to lta's and see what texture they use? Might give some clues. The faces are a little messed up though. Wonder what the issue is. The LTB plugin should assign UV as well.

For the dat file, it is the header again. The fact that it loads up some of them fine means that I might be on to something, but the ones you uploaded follows the same pattern but has some more bytes. There might be specific integers I should be reading but am overlooking.

Image

I am kind of surprised some of the dtx loads. The tronwiki says that dtx files are just based on the dxt format, but I don't know...
Maybe I am just missing one or two flags for the other dtx.

Still don't know where the UV's are for the .dat file.
Post Reply