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Skyforge .bin
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Re: Skyforge .bin
don't know, i don't have or play the game, but if it isn't "geometry.bin" then it likely won't open with the script
- OriginOfWaves
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Re: Skyforge .bin
all the materiallayer.bin files are packed textures. as Ace said his plugin for noesis opens geometry.bin files. if you're missing the geometry.bin file then something might have went wrong during the unpacking process. for which armor are you missing the geometry.bin file?parttimegamer15 wrote:Ace, sorry for the delay in replying. I tried again today but I think I am not even getting the basics right...The bin file I am trying to export is under the following folder...Not sure this is the path I should be using (I can't see anything starting with geometry.bin or anything that sounds like mesh file...AceWell wrote:yeah upload some that don't work so i can test before updating the script.
Re: Skyforge .bin
https://habrahabr.ru/company/mailru/blog/248873/ Here is a description of the device models.
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Re: Skyforge .bin
upload some samples for examination pleaselxxxk wrote:all the materiallayer.bin files are packed textures.
unpack textures script plz
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Re: Skyforge .bin
heres a Noesis python script to open your sample
if some textures appear invisible just press F11 to disable viewport transparency while viewing.
supports dxt5 and is set to display all mips if some textures appear invisible just press F11 to disable viewport transparency while viewing.
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Re: Skyforge .bin
the problem with these model files has always been there is no header, just the total buffer sizes for vertex block and indices are stored.
your sample has face indices that reset to "00 00" five times, could be LODs or accessories, i didn't check.
that reset in the indices is the only indication there may be submeshes, so changing the script to make
it work for this sample could break it for others because detecting this "reset" may not be reliable.
your sample has face indices that reset to "00 00" five times, could be LODs or accessories, i didn't check.
that reset in the indices is the only indication there may be submeshes, so changing the script to make
it work for this sample could break it for others because detecting this "reset" may not be reliable.
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- shakotay2
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Re: Skyforge .bin
yep, some armor and lod:
0x16CC36 16035
Vb1
24 8
0x743A8 3928
020400
0x0 255
H2O file for upper part of pic:0x16CC36 16035
Vb1
24 8
0x743A8 3928
020400
0x0 255
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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?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
- OriginOfWaves
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Re: Skyforge .bin
thanks for this but word of warning as not all textures are dxt5, found some r8g8b8a8_unorm in the mix.AceWell wrote:heres a Noesis python script to open your samplesupports dxt5 and is set to display all mips
if some textures appear invisible just press F11 to disable viewport transparency while viewing.
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Re: Skyforge .bin
upload some samples and i'll have a look, these files have no header or anythingOriginOfWaves wrote:not all textures are dxt5, found some r8g8b8a8_unorm in the mix.
so there isn't a whole lot one can do with them other than extracting by hand.
Re: Skyforge .bin
https://drive.google.com/open?id=12e0Z9 ... nm7M3EHHytAceWell wrote:upload some samples and i'll have a look, these files have no header or anythingOriginOfWaves wrote:not all textures are dxt5, found some r8g8b8a8_unorm in the mix.
so there isn't a whole lot one can do with them other than extracting by hand.
all char in this file.please look it and fix python.
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Re: Skyforge .bin
there is no fixing, the files lack a header and there is no way to tell what the format or
dimensions are, the only factor to work from is the size of each mip which is not reliable.
unless someone locates files in the game containing the headers there is nothing more i can do, sorry.
you can always use TextureFinder or Rawtex to get the images in a usable state.
dimensions are, the only factor to work from is the size of each mip which is not reliable.
unless someone locates files in the game containing the headers there is nothing more i can do, sorry.
you can always use TextureFinder or Rawtex to get the images in a usable state.
Re: Skyforge .bin
Hi! I use fmt_Skyforge_bin.py, but mesh have many issue:
How fix it?
https://drive.google.com/open?id=1j3a8C ... 7iAY42uCn4
How fix it?
https://drive.google.com/open?id=1j3a8C ... 7iAY42uCn4