Shakotayyyyyyy! I was trying to find a way to separate the meshes and I found a file that will help alot with that step its called .xdb file it content more data about the geometry and textures!I'm attaching a file, please if you got it working, tell me some steps to make it working too! I'm trying to get some mounts that I really love u.u
https://www.mediafire.com/file/2ykan3wd ... no.7z/file
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Allods online updated final request
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Re: Allods online updated final request
Well, more confusion than help for me:moonpaladin wrote: ↑Sun Jan 31, 2021 7:10 pm Shakotayyyyyyy! I was trying to find a way to separate the meshes and I found a file that will help alot with that step its called .xdb file
Code: Select all
<modelElements>
<Item>
<lods>
<Item>
<indexBufferBegin>0</indexBufferBegin>
<indexBufferEnd>8040</indexBufferEnd>
<vertexBufferBegin>0</vertexBufferBegin>
<vertexBufferEnd>2072</vertexBufferEnd>
</Item>
<Item>
<indexBufferBegin>68757</indexBufferBegin>
<indexBufferEnd>74145</indexBufferEnd>
<vertexBufferBegin>0</vertexBufferBegin>
<vertexBufferEnd>2072</vertexBufferEnd>
</Item>
<Item>
<indexBufferBegin>74145</indexBufferBegin>
<indexBufferEnd>77499</indexBufferEnd>
<vertexBufferBegin>0</vertexBufferBegin>
<vertexBufferEnd>2074</vertexBufferEnd>
</Item>
</lods>
file offset 0x0004 (4 bytes before start of vertices at 0x0008), tell me some steps to make it working too!
A8 23 0A 00 -> 0x0A23A8: 664488, size of vertex block
FVFsize 36 (for other models: if it doesn't fit try 28 or 32)
vertex count: 18458 (664488/36)
Enter the params (see pic below), toggle button 'noPtC' to 'PtCld',
press 'mesh' button
At the bottom of the left hand list box find next address: 0xa23b0
edit: now update the params as follows, then toggle button 'PtCld' back to 'noPtC'
Find "size of face indices block" (DWORD) at 0xa23b4: 36 1D 04 00
0x41D36, decimal: 269622
face index count: 269622/2= 134811
start of face indices: 0xa23b8 (enter address without the '0x')
. There's 4 submeshes, afaics.
(You need to be a coder to separate them into smaller pieces.)
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Last edited by shakotay2 on Sun Jan 31, 2021 11:34 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?"
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: Allods online updated final request
Thanks for the fast response Shakotay! I just try with the the parameter that you used loading the decompress bin model, and got this :C
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Re: Allods online updated final request
I'm trying with other mount and got the same model, only vertices xD.
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Re: Allods online updated final request
ehm, yeah, read my post completely!
Then switch to 'noPtC'.
edit: well, this was the misleading part in my previous post, sorry
"Enter the params (see pic below), toggle button 'noPtC' to 'PtCld',"
Has to be applied, of course (thought this being obvious )face index count: 269622/2= 134811
start of face indices: 0xa23b8
Then switch to 'noPtC'.
edit: well, this was the misleading part in my previous post, sorry
"Enter the params (see pic below), toggle button 'noPtC' to 'PtCld',"
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?"
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Re: Allods online updated final request
You can use a whatever face index count but it must be < calculated face index count (see my post somewhere above).
But you can't set the vertex count independently! Because there's a relationship: the maximum face index (FI) equals the vertex count.
Max FI is calculated and displayed in the lower left listbox when pressing the go1 button.
(See the tutorial (tut button))
(The maximum face index is not the same as the face index count, btw.)
But you can't set the vertex count independently! Because there's a relationship: the maximum face index (FI) equals the vertex count.
Max FI is calculated and displayed in the lower left listbox when pressing the go1 button.
(See the tutorial (tut button))
(The maximum face index is not the same as the face index count, btw.)
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?"
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Re: Allods online updated final request
Yeah, I'm still practicing but got the mount!!!!!love you hahaha
Last edited by moonpaladin on Fri Feb 19, 2021 9:04 pm, edited 3 times in total.
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Re: Allods online updated final request
Sorry for so many posts :c
Last edited by moonpaladin on Tue Feb 02, 2021 3:51 pm, edited 1 time in total.
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Re: Allods online updated final request
well, sometimes a further step is required: press the go1 button when you have entered your params.
at the bottom of the left lower listbox you'll find the max face index: 37773 (MountBeetle). Use it as the vertex count for step 3
Is different from the calculated (overall) vertex count here.
--------------------
For the 2nd mesh of the Hoverboard we didn't get the face indices so far:
(maybe this time the .xdb file could come in handy?)
.
at the bottom of the left lower listbox you'll find the max face index: 37773 (MountBeetle). Use it as the vertex count for step 3
Is different from the calculated (overall) vertex count here.
--------------------
For the 2nd mesh of the Hoverboard we didn't get the face indices so far:
(maybe this time the .xdb file could come in handy?)
.
You do not have the required permissions to view the files attached to this post.
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?"
Re: Allods online updated final request
Raising this thread from the dead, sorry
Working on exports using the BMS script and Noesis plug-in provided in earlier posts. Personally, i work a lot with wow .m2 format, so these files arent too out of my realm of understanding. I can see how the LOD detection works in each file and ive noticed that changing small bytes and chunks of data to match the expected search of "00 00 01 00 02 00" resulting in the destruction of error #48 and a nice render produced. Im getting to a spot where i can reliably extract whatever model it is that im looking for.
Apparently we used to have a texture viewer for Allods but i dont see it working anymore. Anyone have any info on how we can get these textures decompressed? Ive been able to "fix" or extract the following models:
MountCar
MountCarCabrio
MountChopper
MountChopperAtoll
MountChopperGreen
MountChopperDead
MountCopter
MountChariot
Each separate piece of the v14 exoskeleton
If more work will be done on the file format, id be happy to explore building a 010 template for the .bin (geometry) files
This is my first post here, thank you for being a community before i arrived here
EDIT: Using texture finder i can see some of the texture in DXTC3 format, got it extracted using 256 width and 8 byte offset produced the most detailed image in TF 2.0
Notes:
-The first 8 bytes of the file are a pointer to the offset of the first LOD, At that offset (by 8 bytes) is the pointer for whatever section is next (presumably the second LOD)
-At the location of this pointer seems to be an 4 byte identifier for the mesh (usually just 1) followed by a 4 byte bit-by-bit length of the indices section (usually in raw byte form) these two pieces of information should give us reliable meshes produce via the noesis script
Working on exports using the BMS script and Noesis plug-in provided in earlier posts. Personally, i work a lot with wow .m2 format, so these files arent too out of my realm of understanding. I can see how the LOD detection works in each file and ive noticed that changing small bytes and chunks of data to match the expected search of "00 00 01 00 02 00" resulting in the destruction of error #48 and a nice render produced. Im getting to a spot where i can reliably extract whatever model it is that im looking for.
Apparently we used to have a texture viewer for Allods but i dont see it working anymore. Anyone have any info on how we can get these textures decompressed? Ive been able to "fix" or extract the following models:
MountCar
MountCarCabrio
MountChopper
MountChopperAtoll
MountChopperGreen
MountChopperDead
MountCopter
MountChariot
Each separate piece of the v14 exoskeleton
If more work will be done on the file format, id be happy to explore building a 010 template for the .bin (geometry) files
This is my first post here, thank you for being a community before i arrived here
EDIT: Using texture finder i can see some of the texture in DXTC3 format, got it extracted using 256 width and 8 byte offset produced the most detailed image in TF 2.0
Notes:
-The first 8 bytes of the file are a pointer to the offset of the first LOD, At that offset (by 8 bytes) is the pointer for whatever section is next (presumably the second LOD)
-At the location of this pointer seems to be an 4 byte identifier for the mesh (usually just 1) followed by a 4 byte bit-by-bit length of the indices section (usually in raw byte form) these two pieces of information should give us reliable meshes produce via the noesis script