Important information: this site is currently scheduled to go offline indefinitely by end of the year.

Marvel Ultimate Alliance 2 .DAT

Post questions about game models here, or help out others!
Acewell
VIP member
VIP member
Posts: 1330
Joined: Wed Nov 05, 2008 12:16 pm
Has thanked: 2710 times
Been thanked: 884 times

Re: Marvel Ultimate Alliance 2 .DAT

Post by Acewell »

I don't have this game so i downloaded the deadpool_1702.pak sample from here
http://zenhax.com/viewtopic.php?p=2133#p2133
and extracted contents from the pak with daemon1's tool and i made a new script still incomplete but will open most of the igz textures as they were extracted from the pak.
i'm having difficulty with the format id of each texture so only a couple won't open.

script removed see this post
viewtopic.php?p=118479#p118479

leave the original igz intact because it contains some header info needed for the texture to display with right width and height.
:D
Last edited by Acewell on Sat May 07, 2016 12:22 pm, edited 1 time in total.
User avatar
pechenko121
advanced
Posts: 48
Joined: Sat Dec 06, 2014 1:04 pm
Has thanked: 11 times
Been thanked: 2 times

Re: Marvel Ultimate Alliance 2 .DAT

Post by pechenko121 »

AceWell wrote:I don't have this game so i downloaded the deadpool_1702.pak sample from here
http://zenhax.com/viewtopic.php?p=2133#p2133
and extracted contents from the pak with daemon1's tool and i made a new script still incomplete but will open most of the igz textures as they were extracted from the pak.
i'm having difficulty with the format id of each texture so only a couple won't open.
tex_MarvelUltimateAlliance2_igz.zip
leave the original igz intact because it contains some header info needed for the texture to display with right width and height.
:D
Gonna give it a try a bit later this day, thank you :D
User avatar
pechenko121
advanced
Posts: 48
Joined: Sat Dec 06, 2014 1:04 pm
Has thanked: 11 times
Been thanked: 2 times

Re: Marvel Ultimate Alliance 2 .DAT

Post by pechenko121 »

AceWell wrote:I don't have this game so i downloaded the deadpool_1702.pak sample from here
http://zenhax.com/viewtopic.php?p=2133#p2133
and extracted contents from the pak with daemon1's tool and i made a new script still incomplete but will open most of the igz textures as they were extracted from the pak.
i'm having difficulty with the format id of each texture so only a couple won't open.
tex_MarvelUltimateAlliance2_igz.zip
leave the original igz intact because it contains some header info needed for the texture to display with right width and height.
:D
So i gave it a try. Some textures opened correctly. But some of them looks like this:
Image

And for some textures it gave me an error:
Image
User avatar
pechenko121
advanced
Posts: 48
Joined: Sat Dec 06, 2014 1:04 pm
Has thanked: 11 times
Been thanked: 2 times

Re: Marvel Ultimate Alliance 2 .DAT

Post by pechenko121 »

most of the normals i tried looks like this:
Image

i can upload more archieves if needed.
daemon1
MEGAVETERAN
MEGAVETERAN
Posts: 2647
Joined: Tue Mar 24, 2015 8:12 pm
Has thanked: 65 times
Been thanked: 2871 times

Re: Marvel Ultimate Alliance 2 .DAT

Post by daemon1 »

pechenko121 wrote:
daemon1 wrote:I used Luigi's igz extract script
Where can I get this script?
User avatar
pechenko121
advanced
Posts: 48
Joined: Sat Dec 06, 2014 1:04 pm
Has thanked: 11 times
Been thanked: 2 times

Re: Marvel Ultimate Alliance 2 .DAT

Post by pechenko121 »

daemon1 wrote:
pechenko121 wrote:
daemon1 wrote:I used Luigi's igz extract script
Where can I get this script?

Code: Select all

endian big
idstring "IGZ\x01"
get FILES long
for i = 0 < FILES
    get DUMMY long
    get NAME_OFF long
    get OFFSET long
    get SIZE long
    log "" OFFSET SIZE
next i
Acewell
VIP member
VIP member
Posts: 1330
Joined: Wed Nov 05, 2008 12:16 pm
Has thanked: 2710 times
Been thanked: 884 times

Re: Marvel Ultimate Alliance 2 .DAT

Post by Acewell »

here is version 2 of the igz texture script :D
tex_MarvelUltimateAlliance2_igz.zip
it turned out to be a different 8 byte hash representing the 3 formats used (:
supports dxt1, dxt5, ati2
this one should work for all of the igz textures, let me know if not
You do not have the required permissions to view the files attached to this post.
User avatar
pechenko121
advanced
Posts: 48
Joined: Sat Dec 06, 2014 1:04 pm
Has thanked: 11 times
Been thanked: 2 times

Re: Marvel Ultimate Alliance 2 .DAT

Post by pechenko121 »

AceWell wrote:here is version 2 of the igz texture script :D
tex_MarvelUltimateAlliance2_igz.zip
it turned out to be a different 8 byte hash representing the 3 formats used (:
supports dxt1, dxt5, ati2
this one should work for all of the igz textures, let me know if not
everything is fine now, thank you :D
IAmTheClayman
n00b
Posts: 17
Joined: Mon Aug 01, 2016 1:46 am
Has thanked: 2 times
Been thanked: 2 times

Re: Marvel Ultimate Alliance 2 .DAT

Post by IAmTheClayman »

Hey all, very new to this so forgive me if this is a simple question. I'm haveing trouble just using HexToOBJ to convert the dat files to 2d models. I've been trying it out on 1101.igz (Black Panther) and used the script pechenko provided to convert to .dat files (5 of them, although most are empty/useless). But I'm just banging my head against it trying to extract the mesh. Does anybody know something I might be missing?
Acewell
VIP member
VIP member
Posts: 1330
Joined: Wed Nov 05, 2008 12:16 pm
Has thanked: 2710 times
Been thanked: 884 times

Re: Marvel Ultimate Alliance 2 .DAT

Post by Acewell »

Can you share this 1101.igz sample you're working with? We can tell you for sure what you need to do :D

edit
ah wait, are you working with the MUA PC version files?
http://zenhax.com/viewtopic.php?f=9&t=2830
i haven't looked at any of those yet, they might be different to the 360 files
Rutabaga
veteran
Posts: 115
Joined: Tue Jan 26, 2016 2:26 pm
Has thanked: 5 times
Been thanked: 6 times

Re: Marvel Ultimate Alliance 2 .DAT

Post by Rutabaga »

Well,can you take a look in this file format for PC version?
Samples here: https://mega.nz/#!CgAAVQiD!nc6Ttc-nEtCI ... Mi8xTs9tHs
Thanks in advance!
IAmTheClayman
n00b
Posts: 17
Joined: Mon Aug 01, 2016 1:46 am
Has thanked: 2 times
Been thanked: 2 times

Re: Marvel Ultimate Alliance 2 .DAT

Post by IAmTheClayman »

AceWell wrote:Can you share this 1101.igz sample you're working with? We can tell you for sure what you need to do :D

edit
ah wait, are you working with the MUA PC version files?
http://zenhax.com/viewtopic.php?f=9&t=2830
i haven't looked at any of those yet, they might be different to the 360 files
Thanks so much! At work atm but I'll share it soon as I'm home. Since the igz is a compressed file type is it okay for me to just attach it to a post? Don't want to break forum conduct
IAmTheClayman
n00b
Posts: 17
Joined: Mon Aug 01, 2016 1:46 am
Has thanked: 2 times
Been thanked: 2 times

Re: Marvel Ultimate Alliance 2 .DAT

Post by IAmTheClayman »

Alright, folder at the link below has the original 1101.igz and the 6 .dat files it was broken up into by pechenko's QuickBMS script

https://dl.dropboxusercontent.com/u/414 ... anther.zip
Acewell
VIP member
VIP member
Posts: 1330
Joined: Wed Nov 05, 2008 12:16 pm
Has thanked: 2710 times
Been thanked: 884 times

Re: Marvel Ultimate Alliance 2 .DAT

Post by Acewell »

thanks for the samples guys! :D
first submesh of BlackPanther 00000003.dat
BlackPanther_00000003_dat.png
it looks like the differences are the endianness, float UVs instead of half-float and the FVF size
if someone was to make a plugin for these models it might be best to leave the
igz file intact instead of splitting it into dat files to keep header info with the model data.
You do not have the required permissions to view the files attached to this post.
IAmTheClayman
n00b
Posts: 17
Joined: Mon Aug 01, 2016 1:46 am
Has thanked: 2 times
Been thanked: 2 times

Re: Marvel Ultimate Alliance 2 .DAT

Post by IAmTheClayman »

AceWell wrote:thanks for the samples guys! :D
first submesh of BlackPanther 00000003.dat
BlackPanther_00000003_dat.png
it looks like the differences are the endianness, float UVs instead of half-float and the FVF size
if someone was to make a plugin for these models it might be best to leave the
igz file intact instead of splitting it into dat files to keep header info with the model data.
Any chance you might be able to explain your methodology? How you knew to use vertex block mode, first vertex address, etc? Also why does the mesh appear to have holes in the face?

But seriously, thank you for showing this off! Reassuring to know that I was right about the start address and vertex count, so I can't be too far off (:

EDIT: Got it to produce the same result using 1101.igz!!!
BlackPanterHexToObjResult.png
Still confused about the gap in the mesh though. Also why would the cape, belt, boots etc not be included? Are those also contained in this same .igz but starting at a later address? For example, there is a similar of little endian hex value face indices at 0x068DA4.
You do not have the required permissions to view the files attached to this post.
Post Reply