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Lune of eden
Posted: Sat Sep 22, 2012 1:39 pm
by pixellegolas
http://www.luneofeden.com/main/index.do
New game with nice models, a little like blade and soul I think
I don't know if posting files is ok anymore. The models are not zipped so they are in plain sight of the game directory

Re: Lune of eden
Posted: Sun Sep 23, 2012 4:07 pm
by zaykho
Using Big Boobs picture of the game for attract rippers.

Re: Lune of eden
Posted: Mon Sep 24, 2012 10:52 am
by pixellegolas
that was my exact thought

Re: Lune of eden
Posted: Mon Sep 24, 2012 6:52 pm
by TaylorMouse
You got my attention
T.
Re: Lune of eden
Posted: Mon Sep 24, 2012 8:20 pm
by pixellegolas
I see people are starting to post some samples here and there again. How is the general rule now? This game has no archives at all, it's all in the open

Re: Lune of eden
Posted: Mon Sep 24, 2012 9:03 pm
by fatduck
Maybe, link to the client, please!?
Re: Lune of eden
Posted: Mon Sep 24, 2012 10:02 pm
by pixellegolas
Re: Lune of eden
Posted: Tue Sep 25, 2012 12:19 am
by finale00
pixellegolas wrote:I see people are starting to post some samples here and there again. How is the general rule now? This game has no archives at all, it's all in the open

Nah rule is still there.
Re: Lune of eden
Posted: Fri Oct 12, 2012 2:02 am
by chrrox
Should have a converter soon static meshes are much simpler then skeletal just need to parse out the header a bit.

Re: Lune of eden
Posted: Fri Oct 12, 2012 6:25 am
by fatduck
Do you matching the texture manually? Or is there any index/string for the texture?
Re: Lune of eden
Posted: Fri Oct 12, 2012 9:03 pm
by chrrox
there are matching id's in the file lists and the model material sections.
for instance
CF 1F 00 00 = B.a.t.t.l.e.M.a.g.e._.b.o.d.y._.D...d.d.s
D0 1F 00 00 = B.a.t.t.l.e.M.a.g.e._.b.o.d.y._.N...d.d.s
Re: Lune of eden
Posted: Sat Oct 13, 2012 5:17 pm
by chrrox
this format is pretty dumb.
the say to read models with textures you need to.
create a dictionary with the file sDataList.lit
this contains the mesh, bone , animation names matching to id's
64 73 00 00 = B.a.t.t.l.e.M.a.g.e._.B.o.d.y._.0.0...s.k.m.
65 73 00 00 = B.a.t.t.l.e.M.a.g.e._.B.o.d.y._.0.1...s.k.m.
ext
then
Parts.Dat
contains material and model defenition
ED 58 00 00 = B.a.t.t.l.e.M.a.g.e...p.t.s
and it contains 6 model values
64 73 00 00
65 73 00 00
66 73 00 00
67 73 00 00
68 73 00 00
69 73 00 00
it also contains 12 materials
CF 1F 00 00 D0 1F 00 00
CF 1F 00 00 D0 1F 00 00
CF 1F 00 00 D0 1F 00 00
CF 1F 00 00 D0 1F 00 00
CF 1F 00 00 D0 1F 00 00
CF 1F 00 00 D0 1F 00 00
CF 1F 00 00 = B.a.t.t.l.e.M.a.g.e._.b.o.d.y._.D...d.d.s
D0 1F 00 00 = B.a.t.t.l.e.M.a.g.e._.b.o.d.y._.N...d.d.s
the first 6 are normal and diffuse info
the 2nd 6 is lighting information
like
D2 1F 00 00 = 0.2.d.g._.0.0.1.L.i.g.h.t.i.n.g.M.a.p...d.d.s
and the texture reference is in
sTextureList.lit
the bone names are referenced in
Bone.Dat
Re: Lune of eden
Posted: Tue Dec 04, 2012 11:09 am
by jacquel
hello
how read .lit and .dat?
with what kind of soft on win 7?
or can you post or attach the complete list for make good textures on .mesh, please.
how change the header for .skm?
thank very well