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Kinect Star Wars .smf

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CZW
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Re: Kinect Star Wars .smf

Post by CZW »

thks again shakotay2

new test on more complex sample

Image
ARAJediMaster
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Re: Kinect Star Wars .smf

Post by ARAJediMaster »

Hey, does anybody on this thread now the file format or type as to where the sound effects are stored?
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Re: Kinect Star Wars .smf

Post by CZW »

ARAJediMaster wrote:Hey, does anybody on this thread now the file format or type as to where the sound effects are stored?
look like the sound folder
extension .wem

on my side, i'm still looking for a Noesis plugin for .smf files
abandoned Battlefront 3 and Kinect, share the same models database , most are in .smf format
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Re: Kinect Star Wars .smf

Post by ARAJediMaster »

CZW wrote:look like the sound folder extension .wem

on my side, i'm still looking for a Noesis plugin for .smf files
abandoned Battlefront 3 and Kinect, share the same models database , most are in .smf format
With all due respect, another user disagrees:
durandal217 wrote:Your looking for xb2pkgsnd.POD for the sound effects.
.

I wonder know how I would be able to extract the sound effects themselves.
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Re: Kinect Star Wars .smf

Post by CZW »

ARAJediMaster wrote:
CZW wrote:look like the sound folder extension .wem

on my side, i'm still looking for a Noesis plugin for .smf files
abandoned Battlefront 3 and Kinect, share the same models database , most are in .smf format
With all due respect, another user disagrees:
durandal217 wrote:Your looking for xb2pkgsnd.POD for the sound effects.
.

I wonder know how I would be able to extract the sound effects themselves.
as you want, trust me or not .... but as soon as you unpack the xb2pkgsnd.POD
the unpacker create a folder sound, with files and extension .wem

because i have unpack it, the file xb2pkgsnd.POD ....

Image

if you want a sample
http://www.filedropper.com/412339922

you need to find the way to convert it in wave format ....
The RIFX file format is identical to the RIFF file format except that all values
are in Motorola byte order.
OFFSET Count TYPE Description
0000h 4 char ID='RIFX'
0004h 1 dword Block size. This size is the size of the block
controlled by the RIFX header.
="BSZ"
0008h 4 char Format name.
REFERENCE:DDJ0994
SEE ALSO:RIFF
Edit: Mr Aluigi have done a BMS script for this RIFX / RIFF format
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Re: Kinect Star Wars .smf

Post by CZW »

CZW wrote:some one can generate a noesis pluggin ?? for .smf file ...

sample + texture files:
http://www.filedropper.com/spscimitarsithinfiltrator

best regards
a little up ...
if someone can do it ...
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shakotay2
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Re: Kinect Star Wars .smf

Post by shakotay2 »

yep, a Noesis plugin would be nice but guess those who could create one are too busy or not interested in these models.

But accidently I managed to fulfill your request by PM for some H2O files:
Make_H2O_KinectSW.zip
Be sure to read the contained How-to-use_KinectStarWars.txt before proceeding.
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Last edited by shakotay2 on Sat Oct 17, 2015 12:02 pm, edited 2 times in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Kinect Star Wars .smf

Post by shakotay2 »

here's some result with 102 submeshes (not all are visible of course):
Lucrehulk_.JPG
--- VERY important! ---

You'll need to understand this OR you will fail. Promissed!

Now I found that you just need to >adjust< the vertices start address for the very first mesh
and then let it go. Works for some models.

For Scimitar you've to change the proposed address in the editbox from 3470 to 3550,
for Tran_DropShip from 1210 to 1220
and for SP_Lucrehulk from 17FA0 to 19250 manually.

How to get that damned 19250?

You'll have to find the 4 FFs at 19270 and those characteristic zeroes at 1924A
then subtract 0x20 from 0x19270 to get 0x19250.

Code: Select all

Offset   0  1  2  3  4  5  6  7   8  9  A  B  C  D  E  F

019240  4E 45 14 DE C4 43 8F 5E  99 45 00 00 00 00 00 00   NE.ÞÄC^™E......
019250  44 6F AB 23 42 4F 4C 98  C5 D2 9A 66 81 82 00 40   Do«#BOL˜ÅÒšf‚.@
019260  38 02 37 FB 08 00 03 FF  F8 20 08 00 00 00 00 00   8.7û...ÿø ......
019270  FF FF FF FF 44 7A CE 14  C2 62 BC 6A C5 D2 9B 33   ÿÿÿÿDzÎ.Âb¼jÅÒ›3
That's all what I can tell.
(If you can't take this hurdle I'm sorry to say that you're lost then.)

Example:
  • start Make_H2O
  • File/open SP_Lucrehulk.smf
  • change 17FA0 to 19250 in the editbox as told above
  • File/open SP_Lucrehulk.smf AGAIN (yes, prefer to waste your time rather than mine;-)
- Creates 108 H2O files then. (last 6, 103 to 108 to be erased because they are dummies only)

and 'yes', I had no time to separate the LODs, if any, so you'll have them all-in-one.
Sry for that.
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Last edited by shakotay2 on Sat Oct 17, 2015 12:03 pm, edited 1 time in total.
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?"
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shakotay2
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Re: Kinect Star Wars .smf

Post by shakotay2 »

Providence; but there's some caveats to quarrel with before I can update the exe:
Providence.JPG
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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?"
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Re: Kinect Star Wars .smf

Post by Acewell »

Awesome! :D
venswk.PNG
i've been tinkering around with the dfm script to work with these smf files but i just don't know enough about programming to know when, where or how to use code. :(
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Re: Kinect Star Wars .smf

Post by CZW »

great work Shakotay

@Ace, you have say .tex are the same as .tga file

https://drive.google.com/file/d/0B38_2a ... sp=sharing

i have adapt the .tga to read .tex file directly without renaming into .tga
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Re: Kinect Star Wars .smf

Post by Acewell »

I don't know, i never use the tex files in this game. i just convert the game tga into usable tga with chrrox's fmt_star_wars_kinect_tga.py script. are they higher res than the game tga files?
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Re: Kinect Star Wars .smf

Post by shakotay2 »

I've updated the zip in my first post as of Fri Oct 16, 2015.
Providence should work now. But it's huge (that's 235359 vertices) and maybe some submeshes have wrong positions.
Use 14D50 as vertices start address instead of proposed 132ae.
(yeah, you've to subtract 0x24 from FFs address 14D74 here because of FVF 40= 36+4)

Tried blender 2.75 but it's a little bit unhandy with displaying the whole thing, even if scaled down.
So I exported it as obj then displayed it in Noesis (while in blender some SMs are displaced for whatever reason you can have a nice look into the interiors there):
Providence_N.JPG
btw: hold a backup from the old Make_H2O_KinectSW.exe.
(Not sure whether I introduced new bugs while fixing it. :cry: )

When I imported the exported obj into 3dsmax the mesh was totally f. up.
gw:OBJ-Importer's option 'Import as single mesh' did the trick.
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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?"
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Re: Kinect Star Wars .smf

Post by JakeGreen »

AceWell wrote:Awesome! :D
venswk.PNG
i've been tinkering around with the dfm script to work with these smf files but i just don't know enough about programming to know when, where or how to use code. :(
Was that done with the new tool here or with you messing around with the script?
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shakotay2
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Re: Kinect Star Wars .smf

Post by shakotay2 »

well, three years later - new models to come. Seems the Make_H2O tool needs some patching; the face indices start address is deadly wrong, and FVF is 40 instead of 36 here:
sail_barge-smf.jpg
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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?"
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