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

MMO ARGO

Post questions about game models here, or help out others!
chrrox
Moderator
Posts: 2602
Joined: Sun May 18, 2008 3:01 pm
Has thanked: 57 times
Been thanked: 1422 times

MMO ARGO

Post by chrrox »

here is a file extractor script
Image

Code: Select all

#quickbms script
#ARGO
#from chrrox

open FDDE tbl2 1
set arcnum 0


goto 0x10001C 1

for i = 0
    get offset long 1
    get zsize long 1
    get null3 long 1
    get size long 1
    get arcnum long 1
    print "%arcnum%"
        set NAME1 string "file0"
    set MYEXT string arcnum
    strlen MYEXTSZ MYEXT
    if MYEXTSZ == 1
        string NAME1 += "00"
    endif
    if MYEXTSZ == 2
        string name1 - 1
        string NAME1 += "0"
    endif
    if MYEXTSZ == 3
        string name1 - 1
        string NAME1 += ""
    endif
    string NAME1 += MYEXT
    string NAME1 += .data2
    open FDSE NAME1 0


    get null1 long 1
    get null2 long 1

    get name string 1
    Padding 4 1

    get null long 1
if zsize == size
        log name offset zsize
else
clog name offset zsize size
endif
next i
and you can use the same import and texture converter here
viewtopic.php?f=16&t=6348

file download for game
http://www.mgame.com/download/download_ ... e?GCD=ARGO

http://file.nowcdn.co.kr/down/mgame/ARG ... nstall.exe
http://file.nowcdn.co.kr/down/mgame/ARG ... /setup.exe
http://file.nowcdn.co.kr/down/mgame/ARG ... /data1.cab
http://file.nowcdn.co.kr/down/mgame/ARG ... /data1.hdr
http://file.nowcdn.co.kr/down/mgame/ARG ... /data2.cab
http://file.nowcdn.co.kr/down/mgame/ARG ... /data3.cab
http://file.nowcdn.co.kr/down/mgame/ARG ... /data4.cab
http://file.nowcdn.co.kr/down/mgame/ARG ... /data5.cab
http://file.nowcdn.co.kr/down/mgame/ARG ... gine32.cab
http://file.nowcdn.co.kr/down/mgame/ARG ... layout.bin
http://file.nowcdn.co.kr/down/mgame/ARG ... /setup.bmp
http://file.nowcdn.co.kr/down/mgame/ARG ... /setup.ibt
http://file.nowcdn.co.kr/down/mgame/ARG ... /setup.ini
http://file.nowcdn.co.kr/down/mgame/ARG ... /setup.inx
http://file.nowcdn.co.kr/down/mgame/ARG ... /setup.iss
http://file.nowcdn.co.kr/down/mgame/ARG ... svcr90.dll
http://file.nowcdn.co.kr/down/mgame/ARG ... T.manifest

Enjoy

Image
bmobius
ultra-n00b
Posts: 5
Joined: Fri Sep 17, 2010 11:44 pm

Re: MMO ARGO

Post by bmobius »

Running the risk of sounding.. well.. retarded... I have the game, but I'm not sure how to use QuickBMS with this game. What files are you unpacking with it and where are the character archives located?
chrrox
Moderator
Posts: 2602
Joined: Sun May 18, 2008 3:01 pm
Has thanked: 57 times
Been thanked: 1422 times

Re: MMO ARGO

Post by chrrox »

Argo\Resources\file.tbl

its the huge set of archives in the game.
Sniperello
n00b
Posts: 10
Joined: Sat Jan 08, 2011 12:26 am

Re: MMO ARGO

Post by Sniperello »

thnx man!
bmobius
ultra-n00b
Posts: 5
Joined: Fri Sep 17, 2010 11:44 pm

Re: MMO ARGO

Post by bmobius »

chrrox wrote:Argo\Resources\file.tbl

its the huge set of archives in the game.
Ah! So that's what I was missing!

Once I pointed QuickBMS to the correct file, everything else fell right into place. It generated a proper folder and unpacked to that location. Then on top, the 3DS Max import script worked like a charm as well as the QuickBMS texture script.

Thanks for the work!
Szkaradek123
mega-veteran
mega-veteran
Posts: 292
Joined: Wed May 05, 2010 8:21 pm
Location: Poland Głogów
Has thanked: 21 times
Been thanked: 742 times

Re: MMO ARGO

Post by Szkaradek123 »

The contents of this post was deleted because of possible forum rules violation.
User avatar
CriticalError
double-veteran
double-veteran
Posts: 678
Joined: Sun Jul 05, 2009 2:03 am
Has thanked: 104 times
Been thanked: 41 times

Re: MMO ARGO

Post by CriticalError »

thanks a lot guys, all work fine, but 1 question, about bms script when convert xtex to dds don't work, take a look

Image

Image

and about mesh of weapons? is not xac format is xmesh so who import it in MAX? the importer is for xac? anyway thanks a lot for all support and pattience for ppl begin in it.
finale00
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2382
Joined: Sat Apr 09, 2011 1:22 am
Has thanked: 170 times
Been thanked: 307 times

Re: MMO ARGO

Post by finale00 »

^I have tried the bms script on some item textures but I converted it to tga afterwards.

If anyone is interested in figuring out the xgeom files (items), here's a couple small ones I picked out.
There are a couple 1 KB ones

Image

My guess is that it uses shorts for stuff like number of characters in a string (based on the last line), but it doesn't seem obvious what some of the other numbers mean before the big section of floats.

The xmesh files tell which xgeom and which xmtl files to load. Some of them are in binary some are them are in XML format, so maybe that makes it easier to tell what the xmesh file is.
one type of xgeom is like
dword xbin
10 bytes [seems always 0D 0A 00 0B 00 00 00 00 00 01]
short charCount
charCount meshName
10 bytes ???
short charCount
charCount unique ID (just some name. Some xgeom have, some don't)
2 bytes ???
short vertType

===== Following applies to vertType 1 only =====
5 bytes ???
short numVerts
short numVerts * 3 (so numFaces = this / 3)

struct vertex {
float_3 x,y,z
float_3 (normals probably)
float_2 u,v
}
struct face {
short_3 v1, v2, v3
}
short ???
short charCount
charCount material library name (.xMtl files)
Seems to be working for the items. There are larger xgeom files that are more complicated.

If someone can help me with the notation to make it clearer that would be great.

Image

Image
You do not have the required permissions to view the files attached to this post.
Last edited by finale00 on Thu Jun 30, 2011 4:16 pm, edited 34 times in total.
finale00
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2382
Joined: Sat Apr 09, 2011 1:22 am
Has thanked: 170 times
Been thanked: 307 times

Re: MMO ARGO

Post by finale00 »

Valiant online uses the same format, and it works as well.

The smaller items seems to work using the format up there, but it won't work for a lot of the larger files.

In particular, some differences are
dword xbin
10 bytes [seems always 0D 0A 00 0B 00 00 00 00 00 01]
short charCount
charCount meshName
10 bytes ???
short charCount
charCount unique ID (just some name. Some xgeom have, some don't)
9 bytes [00 12 03 00 00 04 00 00 00]
Instead of 12 01 it is now 12 03. So maybe can conclude there are two different types of xgeom files.
There is also 12 04. Maybe it represents the vertex type since any xgeom file with type 12 01 follows the previous post's structure.

Maybe something special about that second byte.

xmtl files seem pretty straightforward, but I don't understand materials that much so I don't know what the values could be.
Some groups of 4 floats and 3 floats here and there, maybe for RGBA, ambient, and emissive?

Here's some bigger files in case small ones lack detail.
And some bigger files definitely have different format than the small ones.
You do not have the required permissions to view the files attached to this post.
finale00
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2382
Joined: Sat Apr 09, 2011 1:22 am
Has thanked: 170 times
Been thanked: 307 times

Re: MMO ARGO

Post by finale00 »

Type 1 vertex has vertsize 32
Type 3 vertex has vertsize 48
Type 4 vertex has vertsize 56

Code: Select all

dword xbin
10 bytes [seems always 0D 0A 00 0B 00 00 00 00 00 01]
short charCount
charCount meshName
10 bytes ???
short charCount
charCount unique ID (just some name. Some xgeom have, some don't)
2 bytes ???
short vertType 
5 bytes ???
short numVerts
short numVerts * 3 (so numFaces = this / 3)

struct vertex type 1 {
   float_3 x,y,z 
   float_3 (normals probably)
   float_2 u,v
}

struct vertex type 3 {
  float_3 x,y,z
  float_3 maybe
  float_2 maybe
  16 bytes ???
}
struct vertex type 4 {
   float_3 x,y,z
   float_3 maybe
   float_2 maybe
   24 bytes ???
}
struct face {
   short_3 v1, v2, v3
}
short ???
short charCount
charCount material library name (.xMtl files)
Image

Since coords, uv, and normals have been dealt with in type 1, I'm guessing the rest are bones and stuff? Haven't actually looked into bones yet so I don't know how they are usually stored, or what kind of information they might need.

Any references that I can look at for this info? Most of the tutorials I've read are very practical and just talk about how to make stuff...
finale00
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2382
Joined: Sat Apr 09, 2011 1:22 am
Has thanked: 170 times
Been thanked: 307 times

Re: MMO ARGO

Post by finale00 »

Some results:

Image

Works for all non-XML xgeom files.

Also...here are XML versions of the xgeom, xlocus, xmesh, and xmtl files.
I was wondering what was causing certain files to crash my script and noticed this :|

Those should be straightforward to parse.
You do not have the required permissions to view the files attached to this post.
User avatar
Rimbros
ultra-veteran
ultra-veteran
Posts: 495
Joined: Fri Jul 09, 2010 12:23 am
Has thanked: 41 times
Been thanked: 16 times

Re: MMO ARGO

Post by Rimbros »

xgeom files, but where its the script or the converter, somebody can release this from the code Finale wrhote?
Renders Art by Rimbros
http://s303.photobucket.com/albums/nn12 ... E/Renders/

Personal Game repository samples, send PM
User avatar
Rimbros
ultra-veteran
ultra-veteran
Posts: 495
Joined: Fri Jul 09, 2010 12:23 am
Has thanked: 41 times
Been thanked: 16 times

Re: MMO ARGO

Post by Rimbros »

The contents of this post was deleted because of possible forum rules violation.
Renders Art by Rimbros
http://s303.photobucket.com/albums/nn12 ... E/Renders/

Personal Game repository samples, send PM
User avatar
Rimbros
ultra-veteran
ultra-veteran
Posts: 495
Joined: Fri Jul 09, 2010 12:23 am
Has thanked: 41 times
Been thanked: 16 times

Re: MMO ARGO

Post by Rimbros »

Any idea or news with .xgeom files?
Renders Art by Rimbros
http://s303.photobucket.com/albums/nn12 ... E/Renders/

Personal Game repository samples, send PM
finale00
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 2382
Joined: Sat Apr 09, 2011 1:22 am
Has thanked: 170 times
Been thanked: 307 times

Re: MMO ARGO

Post by finale00 »

xgeom noesis plugin added.

May not work for all models yet (I think there were some issues with a couple of them when I looked at it, but not sure which)

Test different types of xgeom and see which ones fail. I'm sure it was related to characters though.
Post Reply