Has anyone found a Bishop model?
MichaelDarkAngel, thank you for soft! Is there no way to add filters to search in SysTreeView or save tree-structure of archive as text file?
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ARchive_neXt
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Re: ARchive_neXt
Not sure which model you are referring to. Do you have a screenshot? I have only finished up through Revelations, and have only played roughly 10% of each of the other games, so I don't know all the characters yet.erik945 wrote:Has anyone found a Bishop model?
Because of the way the program only populates the treeview as you expand it, search is pretty much rendered useless. Doing it this way makes the program much quicker. If you had to wait for every leaf, branch and tree to populate before you could do anything, on some machines you could be waiting an awful long time.erik945 wrote:MichaelDarkAngel, thank you for soft! Is there no way to add filters to search in SysTreeView or save tree-structure of archive as text file?
Thanks for your interest,
--MDA
MDA
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Re: ARchive_neXt
Bones, Skins ans Skeletons were going so good, until I started working on AC2.
Well, Skins and Skeletons, not so bad, but bone information inside the model file... bad.
Prince of Persia and AC1 model formats are similar enough that I was able to figure that out with Szkaradek123's help. AC2, the bone information has shrunk from 76 bytes to 40 bytes. So you lose the information on how to link it to the skeleton and the matrix is no longer stored as floats. I assumed the first eight bytes contain the name and ID and then the remaining 32 bytes would be the matrix possibly as half floats. No matter how I try to read it I'm not getting the proper results. And then it gets even worse once you move to AC:Brotherhood as you lose the name which has been contained in the first four bytes (it's now 0x00000000).
I have attached a raw data model from AC2, the bone information starts at 0x12 with the bone count read as a Long and then 40-byte blocks for each bone. If anyone else wants to look at this and see if they can decipher it, it would be greatly appreciated.
Thanks for your help,
--MDA
Well, Skins and Skeletons, not so bad, but bone information inside the model file... bad.
Prince of Persia and AC1 model formats are similar enough that I was able to figure that out with Szkaradek123's help. AC2, the bone information has shrunk from 76 bytes to 40 bytes. So you lose the information on how to link it to the skeleton and the matrix is no longer stored as floats. I assumed the first eight bytes contain the name and ID and then the remaining 32 bytes would be the matrix possibly as half floats. No matter how I try to read it I'm not getting the proper results. And then it gets even worse once you move to AC:Brotherhood as you lose the name which has been contained in the first four bytes (it's now 0x00000000).
I have attached a raw data model from AC2, the bone information starts at 0x12 with the bone count read as a Long and then 40-byte blocks for each bone. If anyone else wants to look at this and see if they can decipher it, it would be greatly appreciated.
Thanks for your help,
--MDA
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Re: ARchive_neXt
Ну быть может у вас получится это сделать сделать?MichaelDarkAngel wrote:Bones, Skins ans Skeletons were going so good, until I started working on AC2.
Well, Skins and Skeletons, not so bad, but bone information inside the model file... bad.
Prince of Persia and AC1 model formats are similar enough that I was able to figure that out with Szkaradek123's help. AC2, the bone information has shrunk from 76 bytes to 40 bytes. So you lose the information on how to link it to the skeleton and the matrix is no longer stored as floats. I assumed the first eight bytes contain the name and ID and then the remaining 32 bytes would be the matrix possibly as half floats. No matter how I try to read it I'm not getting the proper results. And then it gets even worse once you move to AC:Brotherhood as you lose the name which has been contained in the first four bytes (it's now 0x00000000).
I have attached a raw data model from AC2, the bone information starts at 0x12 with the bone count read as a Long and then 40-byte blocks for each bone. If anyone else wants to look at this and see if they can decipher it, it would be greatly appreciated.
Thanks for your help,
--MDA
Вся надежда на вас, дорогой и уважаемый MichaelDarkAngel!
P.S Вы могли бы мне помочь вытащить модель вот этой женщины из ACU?
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Re: ARchive_neXt
Haytham
DataPC_ACU_Paris_assets.forge - cn_u_enabler_head - model LOD0 don't correct extracting (MichaelDarkAngel, may be you can patch it?)
DataPC_ACU_Prologue.forge - cn_u_enabler_visual - body, clothes etc
DataPC_ACU_Prologue.forge - cn_u_enabler_diffusemap,normalmap,mask1mat - textures
DataPC_SharedGroup00.forge - cn_u_enabler*** - head & hair textures
DataPC_ACU_Paris_assets.forge - cn_u_enabler_head - model LOD0 don't correct extracting (MichaelDarkAngel, may be you can patch it?)
DataPC_ACU_Prologue.forge - cn_u_enabler_visual - body, clothes etc
DataPC_ACU_Prologue.forge - cn_u_enabler_diffusemap,normalmap,mask1mat - textures
DataPC_SharedGroup00.forge - cn_u_enabler*** - head & hair textures
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Re: ARchive_neXt
I thought I was on to something, because I found the bone name identifier in the 40-byte block of AC2 bone information. It's the last four bytes of the block. So it looks like this:
4 bytes - I'll call this Bone ID, becomes useless in later games as they zero it out.
4 bytes - I'll call this Type ID, always the same 0x9EF0E7A1.
4 bytes - Used to be the Bone Name, now all zeroes.
4 bytes - Unknown ID, always the same 0x05358B33, I'll go out on a limb and say this is an instruction ID that tells the game engine how to read the rest of the block.
This is where I can't figure it out. 20 bytes that somehow contains the transformation matrix.
4 bytes - Bone Name. Yay! I figured that much out.
From AC2 to ACIV:Black Flag this format remains the same with the exception of some of the newer games expanding the Bone ID and unknown ID to 8 bytes.
As an example, bone 0xDED10611 (basically the pelvis bone) in AC1, before inverting the matrix looks like this:
After inverting the matrix looks like this:
Now, I've rounded a little bit so not all the 1s and 0s are exact, but you get the picture.
The following is the 40-byte block for that bone from the raw model data that I posted earlier.
Somewhere in that section I have between the arrows is the matrix info I am looking for... Any ideas...
One thing I have noticed that is nice. Bone names remain the same from game to game. That pelvis bone has the same ID in every game (0xDED10611).
Thanks for watching,
--MDA
@loriscangini -- No luck yet on the image issues, sorry.
4 bytes - I'll call this Bone ID, becomes useless in later games as they zero it out.
4 bytes - I'll call this Type ID, always the same 0x9EF0E7A1.
4 bytes - Used to be the Bone Name, now all zeroes.
4 bytes - Unknown ID, always the same 0x05358B33, I'll go out on a limb and say this is an instruction ID that tells the game engine how to read the rest of the block.
This is where I can't figure it out. 20 bytes that somehow contains the transformation matrix.
4 bytes - Bone Name. Yay! I figured that much out.
From AC2 to ACIV:Black Flag this format remains the same with the exception of some of the newer games expanding the Bone ID and unknown ID to 8 bytes.
As an example, bone 0xDED10611 (basically the pelvis bone) in AC1, before inverting the matrix looks like this:
Code: Select all
0.000 0.000 1.000 0.000
0.000 -1.000 0.000 0.000
1.000 0.000 0.000 0.000
-0.035 -0.019 0.004 1.000
Code: Select all
0.000 0.000 1.000 0.000
0.000 -1.000 0.000 0.000
1.000 0.000 0.000 0.000
-0.004 -0.019 0.035 1.000
The following is the 40-byte block for that bone from the raw model data that I posted earlier.
Code: Select all
60 AE E1 B5 A1 E7 F0 9E 00 00 00 00 33 8B 35 05 -->> 00 00 01 80 00 00 FF 7F 00 00 00 00 56 09 1F 00 00 D0 FF 7F <<-- 11 06 D1 DE
One thing I have noticed that is nice. Bone names remain the same from game to game. That pelvis bone has the same ID in every game (0xDED10611).
Thanks for watching,
--MDA
@loriscangini -- No luck yet on the image issues, sorry.
MDA
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Re: ARchive_neXt
No problem!MichaelDarkAngel wrote: ...
@loriscangini -- No luck yet on the image issues, sorry.
I was asking because I found the exact same problem with the textures from another game, and I don't manage to fix that!
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Re: ARchive_neXt
I found the model: http://3dmodelssanctuary.blogspot.it/20 ... ishop.htmlerik945 wrote:Has anyone found a Bishop model?
She doesn't look perfect, but it's better than nothing!
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Re: ARchive_neXt
@loriscangini: You can bake decent normal maps in blender eventually. Of course they will need some modifications in Photoshop or Gimp and they won't certainly be as good as the ingame ones... but it's the only solution I have for the moment.
Re: ARchive_neXt
MichaelDarkAngel, как обстоят ваши дела?
До сих пор имеются проблемы с извлечением костей?
Если хотите, то я мог бы помочь вам !
У меня есть знакомые программисты, быть может они сумеют помочь вам.
До сих пор имеются проблемы с извлечением костей?
Если хотите, то я мог бы помочь вам !
У меня есть знакомые программисты, быть может они сумеют помочь вам.
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Re: ARchive_neXt
English Please...Haytham wrote:MichaelDarkAngel, как обстоят ваши дела?
До сих пор имеются проблемы с извлечением костей?
Если хотите, то я мог бы помочь вам !
У меня есть знакомые программисты, быть может они сумеют помочь вам.
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0
Downloads from DropBox : https://dl.dropboxusercontent.com/u/