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Need help identify Yulgang files viewer/exporter
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blablukura
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Need help identify Yulgang files viewer/exporter
Hi, Yulgang online is an really old game, so I don't think its encryption is too complicated or may be there is no encryption at all for the files
I need help identify the view and exporter for these files, I tried Noesis but didnt work
sample files link removed =.=" rules not allow
if someone want to examine the files pm me i'll give the linkss
.d2s is texture file ( u can view it by XnViewer or change file type to .dds, its like .dds file )
.skin is mesh file
.bon is bone file
.ani is animation file
this game has some very cool model (asian martial art style )
http://yulgang.asiasoft.co.th/images/wallpaper/026.jpg
I need help identify the view and exporter for these files, I tried Noesis but didnt work
sample files link removed =.=" rules not allow
if someone want to examine the files pm me i'll give the linkss
.d2s is texture file ( u can view it by XnViewer or change file type to .dds, its like .dds file )
.skin is mesh file
.bon is bone file
.ani is animation file
this game has some very cool model (asian martial art style )
http://yulgang.asiasoft.co.th/images/wallpaper/026.jpg
Last edited by blablukura on Sun Jul 01, 2012 7:18 pm, edited 1 time in total.
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Demonsangel
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Re: Need help identify Yulgang files viewer/exporter
Game resource sharing is against Xentax's newest rules.
viewtopic.php?p=73429#p73429
Moderators delete offending posts so you might want to remove/delinkify if you want to keep your request/post.
viewtopic.php?p=73429#p73429
Moderators delete offending posts so you might want to remove/delinkify if you want to keep your request/post.
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finale00
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Re: Need help identify Yulgang files viewer/exporter
I looked at the game before and got textured meshes out but I don't remember where I put the script (doesn't seem to be in my dropbox) or what I called it.
viewtopic.php?f=16&t=7206
Lol this is awkward.
EDIT: turns out I never wrote a noesis plugin for it. I wrote one using the sanae3d python script but never converted it. Anyone want to send me models with textures?
viewtopic.php?f=16&t=7206
Lol this is awkward.
EDIT: turns out I never wrote a noesis plugin for it. I wrote one using the sanae3d python script but never converted it. Anyone want to send me models with textures?
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finale00
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Re: Need help identify Yulgang files viewer/exporter
Here I looked at it a couple minutes ago and wrote the plugin.
http://db.tt/j4CAFj8N
This is the model you sent me:

There are two integers in the header that I'm not sure of, and the first byte might mean something.
There is some more data at the end of the file which I don't really get either.
For the vertex data, based on what I've learned about bone weights, there are three floats that almost add up to 1.0 all the time, followed by 4 bytes that are probably bone indices.
However I'm concerned with the fact that they don't always add up to 1.0; one of them is like 0.3 + 0.5 + 0.15, which is 0.95. Do weights always add up to 1.0?
http://db.tt/j4CAFj8N
This is the model you sent me:

There are two integers in the header that I'm not sure of, and the first byte might mean something.
There is some more data at the end of the file which I don't really get either.
For the vertex data, based on what I've learned about bone weights, there are three floats that almost add up to 1.0 all the time, followed by 4 bytes that are probably bone indices.
However I'm concerned with the fact that they don't always add up to 1.0; one of them is like 0.3 + 0.5 + 0.15, which is 0.95. Do weights always add up to 1.0?
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chrrox
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Re: Need help identify Yulgang files viewer/exporter
some games list 3 floats and 4 bone id's then the leftover weight gets assigned to the last bone listed.
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finale00
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Re: Need help identify Yulgang files viewer/exporter
Oh, I see 4 unique bone indices and 3 floats. That would make sense then, since it would save on space and computing the last weight wouldn't be hard.
Does noesis automatically consider that when I bind weight buffers?
Does noesis automatically consider that when I bind weight buffers?
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Demonsangel
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Re: Need help identify Yulgang files viewer/exporter
Yes it does, or atleast it seems to do it for the PoE models.
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moonpaladin
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Re: Need help identify Yulgang files viewer/exporter
Hello! seems that Yulgang files have changed a bit, no more .skin files, there is .act files and the model that is .mdl, someone knows if a script around there?, because I have seen one time ago, but doesn't find it again. Thanks!
https://www.mediafire.com/file/34u3djeu ... es.7z/file
https://www.mediafire.com/file/34u3djeu ... es.7z/file
- shakotay2
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Re: Need help identify Yulgang files viewer/exporter
Script see repo of finale00 but the one for .skin doesn't apply (and is very basic).
So hex2obj is the quickest approach for me:
. btw, great that we broke the 10 years anniversary before years' end...
(What would we have if we hadn't our "Riders of dead horses" membership?
Wait: Riders of dead cats, in this case...
)
So hex2obj is the quickest approach for me:
. btw, great that we broke the 10 years anniversary before years' end...
(What would we have if we hadn't our "Riders of dead horses" membership?
Wait: Riders of dead cats, in this case...
You do not have the required permissions to view the files attached to this post.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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moonpaladin
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Re: Need help identify Yulgang files viewer/exporter
Oh, it is! sorry retarded moment XD
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moonpaladin
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Re: Need help identify Yulgang files viewer/exporter
Hello please someone could make a script to read the bones of the .act file? I was getting the meshes with hex2obj but most of the models are not in T-pose and is made complicated to make an armature for each mesh and reposition it x.x
https://www.mediafire.com/file/34u3djeu ... es.7z/file

https://www.mediafire.com/file/34u3djeu ... es.7z/file

- Bigchillghost
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Re: Need help identify Yulgang files viewer/exporter
You've done half the job already. Keep going!moonpaladin wrote: ↑Thu Jan 05, 2023 8:46 amI was getting the meshes with hex2obj but most of the models are not in T-pose ...
Using ASH plus AXE:
(bailang/body/skin/skin.mdl, manually linking the nodes) Edit: there's a bone index mapping table at address 0x42 right after the bone count. The bone indices are corresponding to the "skip" field of the bone layout in the above ASH screenshot. The mapping indices used by that file are:
Code: Select all
2,11,1,0,14,18,3,23,4,5,7,21,10,19,13,12,17,28,24,25,26,27,16,7,8,9,22,20,15Code: Select all
2,11,1,0,14,18,3,23,4,5,6,21,10,19,13,12,17,28,24,25,26,27,16,7,8,9,22,20,15You do not have the required permissions to view the files attached to this post.
Last edited by Bigchillghost on Fri Jan 06, 2023 2:08 pm, edited 1 time in total.
May you find peace in this puzzle-solving game.
when you get helped.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe
when you get helped.-
moonpaladin
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Re: Need help identify Yulgang files viewer/exporter
Thank you Bigchillghost, gonna try your method!!Bigchillghost wrote: ↑Thu Jan 05, 2023 3:57 pm Edit: there's a bone index mapping table at address 0x42 right after the bone count. The bone indices are corresponding to the "skip" field of the bone layout in the above ASH screenshot.
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moonpaladin
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Re: Need help identify Yulgang files viewer/exporter
About bone count is ok, also there is the bone index mapping for the 29 bones.Bigchillghost wrote: ↑Thu Jan 05, 2023 3:57 pm there's a bone index mapping table at address 0x42 right after the bone count.
How you interpret that bone index mapping into this?.Bigchillghost wrote: ↑Thu Jan 05, 2023 3:57 pm The bone indices are corresponding to the "skip" field of the bone layout in the above ASH screenshot. The mapping indices used by that file are:
Code: Select all
2,11,1,0,14,18,3,23,4,5,7,21,10,19,13,12,17,28,24,25,26,27,16,7,8,9,22,20,15If I understand correctly this one is used to link the bones with their parent bones, I was trying to achieve what you got in your image, but doesn't know which bone is the parent bone of other and so on, it have something with the index mapping right?.Bigchillghost wrote: ↑Thu Jan 05, 2023 3:57 pm Using ASH plus AXE:
(bailang/body/skin/skin.mdl, manually linking the nodes)
btw! if you can show the correct way to get the uv values gonna be awesome, I was doing it trial and error, cause I had not clear that value like the others.
- Bigchillghost
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Re: Need help identify Yulgang files viewer/exporter
The IDs of the first 12 bones in the bone data section are:
Code: Select all
00: 53
01: 54
02: 55
03: 56
04: 57
05: 58
06: 59
07: 5A
08: 5B
09: 5C
10: 5D
11: 5F
Code: Select all
55,5F,54,53So for 0x55, its subscript in the bone data list is 2, for 0x5F it's 11, for 0x54 it's 1, and for 0x53
it's 0, hence you get "2,11,1,0" for the first 4 mapping values. Indeed doing so manually is really tedious.
Here's a python helper script to create the literal string directly: Just supply the filename and the bone data address as arguments. For this file, run
Code: Select all
python mapLiteralGen.py skin.mdl 0x203A6Code: Select all
python mapLiteralGen.pyNot really. You need to turn on the "Display Bone Node Names" option from AXE's Preference settings before previewing the skeleton. Then link the nodes according to their logical connections. You can even do that in your 3d app if possible.moonpaladin wrote: ↑Fri Jan 06, 2023 3:04 amI was trying to achieve what you got in your image, but doesn't know which bone is the parent bone of other and so on, it have something with the index mapping right?.
The uv is right after the normal vector (12 bytes) in the first vertex data block. You just need to change the base address of that chunk and use the same relative offsets of normals/uvs/vertex colors. Or feel free to use absolute address mode for all attributes if you prefer it that way.moonpaladin wrote: ↑Fri Jan 06, 2023 3:04 am btw! if you can show the correct way to get the uv values gonna be awesome, I was doing it trial and error, cause I had not clear that value like the others.![]()
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May you find peace in this puzzle-solving game.
when you get helped.
- An Imitable Workflow for Reverse Engineering a Game Model
- Advanced Mesh Reaper
- Reverse Model Wireframe
when you get helped.