Battle of the Immortals its the 1st game i see of the New Mmorpg dont have the textures encrypted, i think the skel, animation and mesh are stored in the *.M4F files also each model have a cfg file, good luck to everyone.
File Formats:
Textures: *.DDS
Mesh, Skel and Ani: *M4F (maybe packed on this file)
Download to Test
http://www.megaupload.com/?d=FSYKO15P
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Battle of the Immortals Game File Format
- Rimbros
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Battle of the Immortals Game File Format
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Re: Battle of the Immortals Game File Format
a friend working in it, him have 85% program done, very soon are upRimbros wrote:Battle of the Immortals its the 1st game i see of the New Mmorpg dont have the textures encrypted, i think the skel, animation and mesh are stored in the *.M4F files also each model have a cfg file, good luck to everyone.
File Formats:
Textures: *.DDS
Mesh, Skel and Ani: *M4F (maybe packed on this file)
Download to Test
http://www.megaupload.com/?d=FSYKO15P
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Re: Battle of the Immortals Game File Format
not source, only packer and unpacker tool.finale00 wrote:Will he release the source? Or file format?
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Re: Battle of the Immortals Game File Format
Oh yeah, those M4F files look very parsable. Vertices and indices are clearly visible. Models look nice too. If they don't finish it I'll probably work one too as I finish up alibat.
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Re: Battle of the Immortals Game File Format
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Re: Battle of the Immortals Game File Format
Good job finale, i never see this format before *..m4f
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Re: Battle of the Immortals Game File Format
nobody found a way to import m4f files into max,blender? I get unpacker and anyway is the same, sqp unpacker/packerget same files like En Client :S.
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Re: Battle of the Immortals Game File Format
Guess I'll look at it now lol I've been busy trying to improve my program to support modding plugins as well as conversion plugins.
The header has an offset table with what appears to be counts of whatever section it is.
There are 14 dwords, which is basically 7 sections (a count and an offset for each).
The first pair of dwords are the numTex and the texOffset. Each texture name is 292 bytes long, and contains unicode characters (most likely chinese, GB2312 or something like that)
The third pair of dwords are the numMesh and meshOffset. Each mesh is defined sequentially, starting with the name, followed by a lot of dwords. The name is 80 bytes long, followed by FF FF FF FF, followed by 17 dwords, followed by 72 bytes of 00's. We can probably just say that's 18 dwords.
A quick search for vertex offsets leads me to believe that those 17 dwords are also counts and offsets, amongst other things.
The header has an offset table with what appears to be counts of whatever section it is.
There are 14 dwords, which is basically 7 sections (a count and an offset for each).
The first pair of dwords are the numTex and the texOffset. Each texture name is 292 bytes long, and contains unicode characters (most likely chinese, GB2312 or something like that)
The third pair of dwords are the numMesh and meshOffset. Each mesh is defined sequentially, starting with the name, followed by a lot of dwords. The name is 80 bytes long, followed by FF FF FF FF, followed by 17 dwords, followed by 72 bytes of 00's. We can probably just say that's 18 dwords.
A quick search for vertex offsets leads me to believe that those 17 dwords are also counts and offsets, amongst other things.
Last edited by finale00 on Fri Aug 19, 2011 2:45 pm, edited 2 times in total.
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Re: Battle of the Immortals Game File Format
good interesting view, the truth is appreciated and sorry, there is not an easy job but you are one of the more experience here in the forum and ask why good simply because the game has very good models, good will wait for new news take care.finale00 wrote:Guess I'll look at it now lol I've been busy trying to improve my program to support modding plugins as well as conversion plugins.
The header has an offset table with what appears to be counts of whatever section it is.
There are 14 dwords, which is basically 7 sections (a count and an offset for each).
The first pair of dwords are the numTex and the texOffset. Each texture name is 292 bytes long, and contains unicode characters (most likely chinese, GB2312 or something like that)
The third pair of dwords are the numMesh and meshOffset. Each mesh is defined sequentially, starting with the name, followed by a lot of dwords. The name is 80 bytes long, followed by FF FF FF FF, followed by 17 dwords, followed by 72 bytes of 00's. We can probably just say that's 18 dwords.
A quick search for vertex offsets leads me to believe that those 17 dwords are also counts and offsets, amongst other things.
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Re: Battle of the Immortals Game File Format
mesh stores vertCount, faceCount, normCount, uvCount, along with their offsets. Some other counts I am not sure of.
Looks like
Looks like
Code: Select all
struct Mesh {
char_80 name
dword unk
dword matNum
dword_4 ???
dword_2 vertCount, vertOffset
dword_2 faceCount, faceOffset
dword_2 normCount, normOffset
dword_2 weightCount, weightOffset
dword_2 uvCount, uvOffset
dword_2 boneIndexCount, boneIndexOffset
byte_72 padding
}
struct Vertex {
float_3 coords
}
struct Face {
word_3 indices
}
struct Normal {
float_3 normals
}
struct UV {
float_3 uv
}
struct weights {
float_3 weights
}
struct boneIndex {
byte index
}
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Last edited by finale00 on Sat Aug 20, 2011 3:35 am, edited 4 times in total.
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Re: Battle of the Immortals Game File Format
wow you rock man, gratz for new job still waiting i'm not pro for make it alone so thats the problem anyway thanks again for your support.finale00 wrote:mesh stores vertCount, faceCount, normCount, uvCount, along with their offsets. Some other counts I am not sure of.
Looks like
Didn't figure out the material section so I don't know which is the UV. There are then two additional counts/offsets that I am not sure of.Code: Select all
struct Mesh { char_80 name dword_6 unk dword_2 vertCount, vertOffset dword_2 faceCount, faceOffset dword_2 normCount, normOffset dword_2 unk dword_2 unk dword_2 unk byte_72 padding }
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Re: Battle of the Immortals Game File Format
The boneCount and offset is the fourth pair of dwords in the header.
num3 is sometimes 0. Don't know.
Multiple meshes may have the same name. These need to be dealt with appropriately. They might be assigning materials per mesh rather than per face.
Code: Select all
#header
dword idstring "C9 8D 32 01"
dword numTex
dword texOffset
dword num
dword offset
dword numMesh
dword meshOffset
dword numBone
dword boneOffset
dword num2
dword offset2
dword_4 null
dword num3
dword offset3
Code: Select all
struct Bone { #332 bytes
char_80 name
...
}
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