Some one know tihs ploblem or help
DeathKnight_boss.7z
http://www10.zippyshare.com/v/J0s7nWIz/file.html
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
CABAL .EBM Can't Open 3D model
-
- VIP member
- Posts: 1330
- Joined: Wed Nov 05, 2008 12:16 pm
- Has thanked: 2710 times
- Been thanked: 884 times
Re: CABAL .EBM Can't Open 3D model
search for FF FF FF FF and that will take you to where the models are
the byte after that is the mesh ID
the 2 bytes after that are the number of vertices
the 2 bytes after that you must multiply by 3 to get face count
2 bytes after that are padding and then the vertex block starts
have you tried the cabal scripts here?
viewtopic.php?p=91804#p91804
You do not have the required permissions to view the files attached to this post.
- shakotay2
- MEGAVETERAN
- Posts: 4291
- Joined: Fri Apr 20, 2012 9:24 am
- Location: Nexus, searching for Jim Kirk
- Has thanked: 1151 times
- Been thanked: 2244 times
Re: CABAL .EBM Can't Open 3D model
@godskin: use a hexeditor to look into that EBM, you'll find the strings 'DDS' and 'DXT1'
delete everything before 'DDS' and save the rest as as whatevername.dds
as simple as that: (There's another two dds contained (DXT3) - but I'll leave that task to be solved by you. )
edit: upps, seems AceWell was active during my typing
delete everything before 'DDS' and save the rest as as whatevername.dds
as simple as that: (There's another two dds contained (DXT3) - but I'll leave that task to be solved by you. )
edit: upps, seems AceWell was active during my typing
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?"
-
- veteran
- Posts: 98
- Joined: Thu Nov 05, 2015 2:45 pm
- Has thanked: 11 times
- Been thanked: 3 times
Re: CABAL .EBM Can't Open 3D model
thx but don't workAceWell wrote:
search for FF FF FF FF and that will take you to where the models are
the byte after that is the mesh ID
the 2 bytes after that are the number of vertices
the 2 bytes after that you must multiply by 3 to get face count
2 bytes after that are padding and then the vertex block starts
have you tried the cabal scripts here?
viewtopic.php?p=91804#p91804
-
- veteran
- Posts: 98
- Joined: Thu Nov 05, 2015 2:45 pm
- Has thanked: 11 times
- Been thanked: 3 times
Re: CABAL .EBM Can't Open 3D model
this old ebm work on noesis mdf_mamuo.ebmshakotay2 wrote:@godskin: use a hexeditor to look into that EBM, you'll find the strings 'DDS' and 'DXT1'
delete everything before 'DDS' and save the rest as as whatevername.dds
as simple as that: (There's another two dds contained (DXT3) - but I'll leave that task to be solved by you. )
edit: upps, seems AceWell was active during my typing
http://www117.zippyshare.com/v/FyYTyr9k/file.html
cabal korea have protection some .ebm file ??
-
- veteran
- Posts: 98
- Joined: Thu Nov 05, 2015 2:45 pm
- Has thanked: 11 times
- Been thanked: 3 times
Re: CABAL .EBM Can't Open 3D model
i need new .ebm can open in noesis only pls share how to fixgodskin wrote:this old ebm work on noesis mdf_mamuo.ebmshakotay2 wrote:@godskin: use a hexeditor to look into that EBM, you'll find the strings 'DDS' and 'DXT1'
delete everything before 'DDS' and save the rest as as whatevername.dds
as simple as that: (There's another two dds contained (DXT3) - but I'll leave that task to be solved by you. )
edit: upps, seems AceWell was active during my typing
http://www117.zippyshare.com/v/FyYTyr9k/file.html
cabal korea have protection some .ebm file ??
shakotay2 / Acwell
don't fixed
- shakotay2
- MEGAVETERAN
- Posts: 4291
- Joined: Fri Apr 20, 2012 9:24 am
- Location: Nexus, searching for Jim Kirk
- Has thanked: 1151 times
- Been thanked: 2244 times
Re: CABAL .EBM Can't Open 3D model
in function noepyCheckType(data) in fmt_CabalOnline_ebm.py add a further idstring:
But you won't get too far - the script freezes Noesis then with DeathKnight_boss.EBM because finale00's script can't handle ebms of type 0x0003F103.
So if you want the textures you should try out my method.
Code: Select all
if idstring not in [0x0003ED03, 0x0003EE03, 0x0003EF03, 0x0003F003, 0x0003F103]:
So if you want the textures you should try out my method.
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?"
-
- veteran
- Posts: 98
- Joined: Thu Nov 05, 2015 2:45 pm
- Has thanked: 11 times
- Been thanked: 3 times
Re: CABAL .EBM Can't Open 3D model
i added u codeshakotay2 wrote:in function noepyCheckType(data) in fmt_CabalOnline_ebm.py add a further idstring:
But you won't get too far - the script freezes Noesis then with DeathKnight_boss.EBM because finale00's script can't handle ebms of type 0x0003F103.Code: Select all
if idstring not in [0x0003ED03, 0x0003EE03, 0x0003EF03, 0x0003F003, 0x0003F103]:
So if you want the textures you should try out my method.
don't work bro
noesis freezy and not reponding after open Deatking
i do not need Texture
i need model + Skeletion + bone
- shakotay2
- MEGAVETERAN
- Posts: 4291
- Joined: Fri Apr 20, 2012 9:24 am
- Location: Nexus, searching for Jim Kirk
- Has thanked: 1151 times
- Been thanked: 2244 times
Re: CABAL .EBM Can't Open 3D model
you don't read what other people write, do you?godskin wrote:noesis freezy and not reponding after open Deatking
Yes, it freezes - that's what I wrote.
Also WHY didn't you write that you don't need textures?
I really hate it when people waste my time.
This is the model: Try out hex2obj or let it be.
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?"
-
- veteran
- Posts: 98
- Joined: Thu Nov 05, 2015 2:45 pm
- Has thanked: 11 times
- Been thanked: 3 times
Re: CABAL .EBM Can't Open 3D model
Ok thank you Sorryshakotay2 wrote:you don't read what other people write, do you?godskin wrote:noesis freezy and not reponding after open Deatking
Yes, it freezes - that's what I wrote.
Also WHY didn't you write that you don't need textures?
I really hate it when people waste my time.
This is the model: Try out hex2obj or let it be.
can share DeathKnight.obj
- shakotay2
- MEGAVETERAN
- Posts: 4291
- Joined: Fri Apr 20, 2012 9:24 am
- Location: Nexus, searching for Jim Kirk
- Has thanked: 1151 times
- Been thanked: 2244 times
Re: CABAL .EBM Can't Open 3D model
hex2obj can create obj files from models using H2O files.
In hex2obj:
File open (ebm file)
Open H2O
File SaveAs Mesh
Here's the H2O for the horse - save as txt file and rename it to DN_Horse.H2O for example:
0x236D81 23208
Vb1
32 24
0x209FA1 5743
020000
0x0 255
In hex2obj:
File open (ebm file)
Open H2O
File SaveAs Mesh
Here's the H2O for the horse - save as txt file and rename it to DN_Horse.H2O for example:
0x236D81 23208
Vb1
32 24
0x209FA1 5743
020000
0x0 255
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?"
-
- mega-veteran
- Posts: 292
- Joined: Wed May 05, 2010 8:21 pm
- Location: Poland Głogów
- Has thanked: 21 times
- Been thanked: 742 times
Re: CABAL .EBM Can't Open 3D model
Noesis plugin new line: 160 -
self.inFile.readUShort()
self.inFile.readUShort()
You do not have the required permissions to view the files attached to this post.
-
- veteran
- Posts: 98
- Joined: Thu Nov 05, 2015 2:45 pm
- Has thanked: 11 times
- Been thanked: 3 times
Re: CABAL .EBM Can't Open 3D model
thx very much work !!Szkaradek123 wrote:Noesis plugin new line: 160 -
self.inFile.readUShort()
pls fix 010 Scrtip can't load new ebm
Code: Select all
//--------------------------------------##
// Game: CABAL Online
// File Format: EBM/ECH
// Description: Template for CABAL's model files
//--------------------------------------##
// Author: Yamachi
// Team: The Divinity Project
// Website: http://board.thedivinityproject.com
//--------------------------------------##
#include "Common_Cabal.bt"
//-Local-Variables----------------------
local string estType = "EBM";
local int tex_offsets[256], tex_lengths[256], dds_offsets[256];
local int index = 0;
//-Enumerations-------------------------
typedef enum <uint32> {
MATERIAL = 0x41470201,
MESH = 0x41470202,
ARMATURE = 0x41470203,
ANIMATION = 0x41470204,
INFLUENCE = 0x41470205,
} CID; // Chunk ID's
typedef enum <int32> {
MULTIPLY = 0x04,
GRAIN_MERGE = 0x08,
HARD_LIGHT = 0x09,
MULTIPLY__INVERT_PARENT = 0x0A,
ODD_FLICKER_EFFECT = 0x0E,
BELOW = 0x10,
SCREEN = 0x12,
SOME_PURE_WHITE_THING = 0x13,
CHROME = 0x18,
} RenderFlag; // 2nd layer render flag
//-Structures---------------------------
typedef struct {
uint magic <format=hex>;
ushort unkus;
byte model_flag <format=hex>;
byte alpha_threshold;
ushort unkus;
Vector3 bound_min; // Bounding box lower vertex
Vector3 bound_max; // Bounding box upper vertex
uint scale_percentage; // Scale of model (default = 100%)
CID chunk_id <format=hex>; // ID for the next chunk
} Header;
typedef struct {
float r, g, b, a;
} RGBA <read=RGBARead, write=RGBAWrite>;
typedef struct {
RGBA r <hidden=true>;
ParseRGBA(r);
RGBA ambient;
RGBA r <hidden=true>;
ParseRGBA(r);
RGBA diffuse;
RGBA r <hidden=true>;
ParseRGBA(r);
RGBA specular;
RGBA r <hidden=true>;
ParseRGBA(r);
RGBA emissive;
SetBackColor(cNone);
float power;
} MatProps; // Material properties
typedef struct {
ubyte unkba[9];
int material_index <read=MaterialIndexReadI>;
Bool is_faceted;
Vector2 speed;
RenderFlag render_flags;
} Layer;
typedef struct {
Text id;
tex_lengths[index] = id.length;
tex_offsets[index] = FTell() - id.length;
uint size;
dds_offsets[index] = FTell();
ubyte data[size];
index++;
} IndexedTexture;
typedef struct {
MatProps material_properties;
IndexedTexture texture;
Layer layer;
} Material;
typedef struct {
uint count;
if (count != 0) {
uint vertex_index[count];
float weight[count]; }
} InfluenceBone;
typedef struct {
InfluenceBone influence_for_bone[skeleton.count] <optimize=false>;
} Influence;
typedef struct {
Text id;
Matrix world_matrix;
Matrix local_matrix;
int root_bone_id; // Bone to attach mesh to. Causes entire mesh to "stick" to that bone, moving when it does.
ubyte material_index <read=MaterialIndexRead>;
ushort vertex_count;
ushort face_count;
Vertex vertices[vertex_count];
Face faces[face_count];
/*CID chunk_id; // INFLUENCE
if (chunk_id == INFLUENCE) {
ushort influence_count;
if (influence_count != 0)
Influence influences[influence_count] <optimize=false>; }
else {FSeek(FTell() - 4) ; }*/
// Hopefully this works for all models. It should do.
if (vertex_count > 0) {
CID chunk_id;
ushort influence_count;
if (influence_count != 0)
Influence influences[influence_count] <optimize=false>; }
} Mesh;
typedef struct {
Text id;
int parent_bone_index;
Matrix bone_space_matrix;
Matrix parent_bone_space_matrix;
} Bone <read=BoneRead>;
typedef struct {
Text id;
uint translation_count;
Translation translations[translation_count] <optimize=false>;
uint rotation_count;
Rotation rotations[rotation_count] <optimize=false>;
} Transformation <read=TransformationRead>;
typedef struct {
Text id;
ushort count;
Transformation transformations[count] <optimize=false>;
} Animation <read=AnimationRead>;
typedef struct {
ushort count;
local ushort tex_name_lengths[count];
local short i = 0;
Material materials[count] <optimize=false>;
CID chunk_id <format=hex>;
} MT <read=CommentMT>;
typedef struct {
ushort count;
Mesh meshes[count] <optimize=false>;
CID chunk_id <format=hex>;
} GE <read=CommentGE>;
typedef struct {
ushort count;
if (count != 0)
Bone bones[count] <optimize=false>;
CID chunk_id <format=hex>;
} SK <read=CommentSK>;
typedef struct {
ushort count;
if (count != 0)
Animation animations[count] <optimize=false>;
} AN <read=CommentAN>;
typedef struct {
local int i;
for (i = 0; i < 210; i++)
{
Colour c <hidden=true>;
ParseColour(c);
Colour glow_colour;
SetBackColor(cNone);
SetForeColor(cNone);
}
} GL;
//-Main---------------------------------
FSeek(0);
Header model_header <read=CommentHDR>;
local CID chunk_id = model_header.chunk_id;
local ushort x = 0;
while (x < 4) {
if (chunk_id == MATERIAL) {
MT materials_and_textures;
chunk_id = materials_and_textures.chunk_id;
x++;
}
else if (chunk_id == MESH) {
GE geometry;
chunk_id = geometry.chunk_id;
x++;
}
else if (chunk_id == ARMATURE) {
SK skeleton;
chunk_id = skeleton.chunk_id;
x++;
}
else if (chunk_id == ANIMATION) {
AN animations;
x++;
}
else { x = 4; }
}
if (FileSize() - FTell() > 4)
GL glows;
//-Functions----------------------------
void ParseRGBA(RGBA &r) {
FSeek(FTell() - 16);
local float blue = (r.b * 255.0f);
local float green = (r.g * 255.0f);
local float red = (r.r * 255.0f);
local int bc = (int)blue * 0x10000 + (int)green * 0x100 + (int)red;
SetBackColor(bc);
}
//-Chunk-Descriptors--------------------
string CommentHDR(Header &voi) {
return ("Unknown values, model flag, bounding box, and following chunk ID.");
}
string CommentMT(MT &voi) {
return ("Materials and textures.");
}
string CommentGE(GE &voi) {
return ("Meshes.");
}
string CommentSK(SK &voi) {
return ("Bones.");
}
string CommentAN(AN &voi) {
return ("Animation sequences.");
}
//-English------------------------------
string MaterialIndexRead(ubyte i) {
string name = ReadString(tex_offsets[i]);
name = SubStr(name, 0, tex_lengths[i]);
string s;
SPrintf(s, "%i ( %s )", i, name);
return s;
}
string MaterialIndexReadI(int i) {
string name;
if (i == -1)
name = "NULL";
else {
name = ReadString(tex_offsets[i]);
name = SubStr(name, 0, tex_lengths[i]); }
string s;
SPrintf(s, "%i ( %s )", i, name);
return s;
}
string AnimationRead(Animation &a) {
return (a.id.text);
}
string TransformationRead(Transformation &t) {
string s;
SPrintf(s, "%s: %s", "Bones", t.id.text);
return s;
}
string RGBARead(RGBA &r) {
string s;
SPrintf(s, "(%f %f %f %f)", r.r, r.g, r.b, r.a);
return s;
}
void RGBAWrite(RGBA &r, string s ) {
SScanf(s, "(%f %f %f %f)", r.r, r.g, r.b, r.a);
}
string BoneRead(Bone &b) {
string s;
SPrintf(s, "%s", b.id.text);
return s;
}
-
- mega-veteran
- Posts: 292
- Joined: Wed May 05, 2010 8:21 pm
- Location: Poland Głogów
- Has thanked: 21 times
- Been thanked: 742 times
Re: CABAL .EBM Can't Open 3D model
Hi godskin
I see your purpose here is only testing scripts. Nice.
What is this ? From which software is it from ? And how it use ?
//--------------------------------------##
// Game: CABAL Online
// File Format: EBM/ECH
// Description: Template for CABAL's model files
//--------------------------------------##
// Author: Yamachi
// Team: The Divinity Project
// Website: http://board.thedivinityproject.com
//--------------------------------------##
I see your purpose here is only testing scripts. Nice.
What is this ? From which software is it from ? And how it use ?
//--------------------------------------##
// Game: CABAL Online
// File Format: EBM/ECH
// Description: Template for CABAL's model files
//--------------------------------------##
// Author: Yamachi
// Team: The Divinity Project
// Website: http://board.thedivinityproject.com
//--------------------------------------##