Post questions about game models here, or help out others!
shakotay2
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by shakotay2 » Sun Apr 19, 2015 7:02 pm
wordhg wrote: 114 back hair does not appear
found it in the second "KFMG" section:
0x20da70 1170
Vb1
76 40
0x212940 713
021000
0x0 255
Updated Make_H2O.exe. Use it with hex2obj0.23
c .exe!
I didn't fully understand the counts in the tables and
did some workaround to get a maximum count of obj files.
There are three things to understand with the obj output for MLX files.
### Read carefully! ###
1. For some obj the vertex count was set/forced to max face index count
These files are saved as *.objx - since they may contain QNANs (not a number).
You could try to create a proper obj by reducing the face index count in the belonging H2O file.
Then use "File SaveAs" in hex2obj.
2. For H2Os containing negative counts the resulting obj have zero vertices.
3. There may exist 2 (or more?) similar versions of a char contained in an MLX file.
For the 2nd one the H2Os look like this: *_A _0.H2O, *_A _1.H2O, ...
>>> But the obj files are numbered from 0 to lastNumber.
In the lower left listbox in hex2obj you'll find such a line for example:
27 : DL0114_SD002N.MLX_A_0 .h2o
This means: the *_A_0.h2o's params were used to create *_27.obj
But more important: all obj from *_0.obj to *_26.obj belong to the first char version.
Copy them into a separate directory before using load_multi_obj_blender2.69.py
Make_H2O_MLX.zip
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Last edited by
shakotay2 on Mon Apr 20, 2015 6:54 am, edited 1 time in total.
wordhg
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by wordhg » Mon Apr 20, 2015 1:44 am
shakotay2 wrote: wordhg wrote: 114 back hair does not appear
found it in the second "KFMG" section:
0x20da70 1170
Vb1
76 40
0x212940 713
021000
0x0 255
Updated Make_H2O.exe. Use it with hex2obj0.23
c .exe!
I didn't fully understand the counts in the tables and
did some workaround to get a maximum count of obj files.
There are three things to understand with the obj output for MLX files.
### Read carefully! ###
1. For some obj the vertex count was set/forced to max face index count
These files are saved as *.objx
After renaming them to obj you may use them but reducing of the face index count may be required.
Then save them using "File SaveAs" in hex2obj.
2. For H2Os containing negative counts the resulting obj have zero vertices.
3. There may exist 2 (or more?) similar versions of a char contained in an MLX file.
For the 2nd one the H2Os look like this: *_A _0.H2O, *_A _1.H2O, ...
>>> But the obj files are numbered from 0 to lastNumber.
In the lower left listbox in hex2obj you'll find such a line for example:
27 : DL0114_SD002N.MLX_A_0 .h2o
This means: the *_A_0.h2o's params were used to create *_27.obj
But more important: all obj from *_0.obj to *_26.obj belong to the first char version.
Copy them into a separate directory before using load_multi_obj_blender2.69.py
Perfect !
Thank you
shakotay2
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by shakotay2 » Mon Apr 20, 2015 8:50 pm
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wordhg
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by wordhg » Mon Apr 20, 2015 10:14 pm
shakotay2 wrote: update
Make_H2O.zip
Very Good
qq99q1
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by qq99q1 » Sun Apr 26, 2015 12:02 pm
DLC documents how LMX extract
wordhg
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by wordhg » Mon Apr 27, 2015 6:06 pm
qq99q1 wrote: DLC documents how LMX extract
This is cpk
qq99q1
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by qq99q1 » Fri May 01, 2015 11:11 am
wordhg wrote: qq99q1 wrote: DLC documents how LMX extract
This is cpk
What kind of tools
q22853470
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by q22853470 » Sat May 16, 2015 4:29 pm
lovemarin wrote: chrrox wrote: you need to decrypt the file table first.
then the quickbms script will work on it.
Thank chrrox and shakotay2, but all my mlx files extracted turn out to be like this, these broken models make my heart broken.
I don't know what's wrong with my process
, could someone pack and upload all the mlx files for share please? the pack won't be too big, just near 200MB within 7z. format
Thanks in advance!
I have the same problem.
Who can solve this problem? Thanks.
shakotay2
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by shakotay2 » Sun May 17, 2015 4:32 pm
q22853470 wrote: I have the same problem.
Who can solve this problem? Thanks.
Have you tried
Make_H2O.exe from the post as of Apr 20, 2015 8:50 pm ?
qq99q1
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by qq99q1 » Wed Oct 14, 2015 11:21 pm
chrrox wrote: you need to decrypt the file table first.
then the quickbms script will work on it.
This perfect plugin is not downloaded
kamikazeman
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by kamikazeman » Mon Oct 19, 2015 12:57 pm
chrrox plugin is not perfect.
use H2O , we can extracte obj data.
but , i cannot extracte DLC contents.
plz tell me how open DLC contents.
shakotay2
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by shakotay2 » Mon Oct 19, 2015 2:04 pm
if you sent me a DLC MLX sample I could look for a solution
kamikazeman
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by kamikazeman » Tue Oct 20, 2015 2:51 pm
i can't open dlc cpk file.
i can open main data file by chrrox's USRDIR.7z
but , no way open dlc file.
i know it is @UTF code , but how convert it is ?