Any clue how can open the .geo files?
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(PC) Dead Space 2 (.dat)
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Re: (PC) Dead Spece 2 (.dat)
renato wrote:Any clue how can open the .geo files?
nightFlarer wrote:Phew, ok, I am done. So it's the same deal guys with maxscripts.
Copy the code below, open up 3DS Max, Maxscript Menu>New Script, then paste, save, Maxscript Menu>Run Script, select the script you saved.
Now it's going to ask for the mesh file, so open up a .geo in the "Mesh" folder eg. 0144_torsoupper.geo
Then it's going to ask for the UV file which is also a .geo file, but should be in the "MeshVolatile" folder eg. 0145_torsoupper.geo
Notice that the number is different, lower is the mesh and greater is the UV.
Code: Select all
fname = getOpenFileName \ caption:"Open .geo from Mesh folder" \ types:"Dead Space 2 Mesh(*.geo)|*.geo" \ historyCategory:"DeadSpace2ObjectPresets" f = fopen fname "rb" gname = getOpenFileName \ caption:"Open .geo from MeshVolatile folder" \ types:"Dead Space 2 UV(*.geo)|*.geo" \ historyCategory:"DeadSpace2ObjectPresets" g = fopen gname "rb" clearlistener() fscale=100 Face_array=#() Vert_array=#() UV_array=#() fseek f 0x0380 #seek_set Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string)) unk1=readlong f vertcount=readlong f unk2=readlong f null1=readlong f unk3=readlong f vertcount=readlong f unk4=readlong f unk5=readlong f unk6=readlong f face=readlong f unk7=readlong f faceoff=readlong f fseek f 0x400 #seek_set Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string)) for x = 1 to vertcount do( vx=readfloat f vy=readfloat f vz=readfloat f p=readfloat f p=readfloat f p=readfloat f p=readfloat f p=readfloat f append Vert_array([vx,vy,vz] * fscale) ) for u = 1 to vertcount do( tu=readfloat g tv=readfloat g append UV_array[tu,tv,0] ) Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string)) fseek f faceoff #seek_set for x = 1 to face/3 do( fa=readshort f #unsigned+1 fb=readshort f #unsigned+1 fc=readshort f #unsigned+1 append Face_array[fa,fb,fc] ) Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string)) msh = mesh vertices:Vert_array faces:Face_array msh.numTVerts = UV_array.count buildTVFaces msh for j = 1 to UV_array.count do setTVert msh j UV_array[j] for j = 1 to Face_array.count do setTVFace msh j Face_array[j] Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string)) gc() fclose f fclose g
Well, I was using ConvertTG4 with Debug and it worked, or something like that...
http://img502.imageshack.us/i/eurostileltstdbold32.png
It's not the best result, but I think every can see the texture of the Slasher in there.
Last edited by Aliensoldier on Mon Feb 14, 2011 4:15 pm, edited 1 time in total.
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Re: (PC) Dead Spece 2 (.dat)
How'd you do that? for me it just outright crashes.Aliensoldier wrote: Well, I was using ConvertTG4 with Debug and it worked, or something like that...
It's not the best result, but I think every can see the texture of the Slasher in there.
Edit: nevermind, but the results are really... pixelated.
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Re: (PC) Dead Spece 2 (.dat)
I've notice there's some missing GEO files when you extract the STR, perhaps the unpacker need some fix, because there's only certain files for the GEO, while missing other stuff from it.
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Re: (PC) Dead Spece 2 (.dat)
having the same problem, a lot of mesh files are missing, arms, visor ext and some validate meshes for the UV as well
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Re: (PC) Dead Spece 2 (.dat)
Can you post it, pls?nightFlarer wrote:The maxscript is updated in the other thread.
EDIT: Oh you ment that script. So then, don't mind about my question...
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Re: (PC) Dead Spece 2 (.dat)
Stupid question, I know, but does the Tool work for DS1? I tried extracting the .str packages, and while it does work, I think they're either files missing or not DS1 compatible. Once again, sorry for the stupid question, I just want to make sure.
Re: (PC) Dead Spece 2 (.dat)
Hey guys, I 've done it using 3D Ripper, but I dislike it because of its hard to find the right texture and the mesh is not clean
Re: (PC) Dead Spece 2 (.dat)
I have the same question.hope someone can write a new decode program for PC versionRedDeadRedemption wrote:Any progress to decode snu files from PC version?
Re: (PC) Dead Spece 2 (.dat)
Does anybody know where the animation files are? I am trying to experiment around but can't seem to find those files and its confusing. Thanks in advanced.
Re: (PC) Dead Spece 2 (.dat)
The animation files are the *.win files inside stream sets.Gamma256 wrote:Does anybody know where the animation files are? I am trying to experiment around but can't seem to find those files and its confusing. Thanks in advanced.
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Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.