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Path of Exile
Posted: Sat Feb 18, 2012 9:44 pm
by finale00
http://www.progamercity.net/game-files/ ... #post22723
Would someone like to grab some files and upload them? Learn something new while you're at it.
Re: Path of Exile
Posted: Fri May 25, 2012 10:11 pm
by Demonsangel
Just reviving this topic:
SkeletonKnight1

I'll post the current script in a few days when I have some free time to improve it.
Those willing to help can pm me for it, the rest of you won't benefit from it for now and it seems a lot of people never read past the first page and keep asking why scripts don't work.
Re: Path of Exile
Posted: Sat May 26, 2012 10:14 pm
by Demonsangel
Edit: Removed script: Grinding Gear Games has asked not to release this.
Re: Path of Exile
Posted: Sun May 27, 2012 4:59 am
by CriticalError
well maybe this can be help.
Re: Path of Exile
Posted: Mon Jan 21, 2013 7:00 am
by dnmnbg
how to use the extractor? the game goes live in 2days
Re: Path of Exile
Posted: Mon Jan 28, 2013 8:42 pm
by Karpati
Just use the Visual GGPK program, it has a graphics interface.
(After it you can use the 3D Object Converter v5.001)
Re: Path of Exile
Posted: Wed Nov 06, 2013 3:56 pm
by Axolotl
By the way, Object Convertor does not open models from the last versions of the client, seems that they changed something since beta.
Re: Path of Exile
Posted: Wed Nov 06, 2013 6:35 pm
by Karpati
Axolotl wrote:By the way, Object Convertor does not open models from the last versions of the client, seems that they changed something since beta.
When I wrote and released the .smd loader module (Jan 28, 2013) the game was in the Open Beta stage and was released some days ago.
http://en.wikipedia.org/wiki/Path_of_Exile
Unfortunately they changed the .smd file formats. I rewrote the .smd loader module based on the new .smd files a week ago.
I uploaded the v5.302 version to my web page:
http://3doc.i3dconverter.com/downloads/ ... rtable.zip
Re: Path of Exile
Posted: Thu Nov 27, 2014 1:41 pm
by deltaone
Has anyone studied the new .smd format?
here template for
http://www.sweetscape.com/010editor/
Code: Select all
typedef struct (int size) {
wchar_t data[size/2];
} STRING_BLOCK <read=ReadBlockBytes>;
string ReadBlockBytes(STRING_BLOCK &block) {
local string s;
SPrintf(s, "%s", block.data);
return s;
};
struct FILE {
struct HEADER{
byte version <format=hex>;
uint numIdx;
uint numVert;
byte prop_0;
byte numMeshes;
byte prop_2;
uint totalStringLength;
float boundingBox[6];
struct MESH {
uint meshNameLen;
uint meshUnkProp;
} mesh[numMeshes];
} header;
// SetBackColor (0xB0B090);
struct STRINGS {
local int i <hidden=true>;
for ( i = 0 ; i < header.numMeshes; i++ )
{
STRING_BLOCK data(header.mesh[i].meshNameLen) <open=suppress>;
}
} strings;
ushort indexBuffer[header.numIdx * 3];
struct VERTEX{
float x <bgcolor=0xC0F0C0>, y <bgcolor=0xC0F0C0>, z <bgcolor=0xC0F0C0>; // 0-12 rapi.rpgBindPositionBufferOfs
byte unk0[8]; // 12-20
hfloat u <bgcolor=0xA0D0A0>,v <bgcolor=0xA0D0A0>; // 20-24 rapi.rpgBindUV1BufferOfs
byte boneIndex[4] <bgcolor=0xF0D0A0>; // 24-28 rapi.rpgBindBoneIndexBufferOfs
byte unk1[4] <bgcolor=0xA0D0F0>; // 28-32
} vertex[header.numVert]; // 32
} file;
if anyone can help with byte unk0[8] and byte unk1[4], i would be grateful ...
Samples here -
http://rghost.net/59294501
Extractor here (bin) -
http://rghost.net/59294616
Extractor here (src) -
https://github.com/MuxaJIbI4/libggpk