I am looking for a way to render and view the 3D models from the game LEGOLAND. Any help is greatly appreciated.
Download LEGOLAND 3D Models: http://www.multiupload.com/1A3EO3FNRW
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LEGOLAND 3D Models
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Re: LEGOLAND 3D Models
this is quickbms extractor for PC Version.gaming1233 wrote:I am looking for a way to render and view the 3D models from the game LEGOLAND. Any help is greatly appreciated.
Download LEGOLAND 3D Models: http://www.multiupload.com/1A3EO3FNRW
Code: Select all
# LegoLand
# script for QuickBMS http://aluigi.org/papers.htm#quickbms
get OFFSET long
get SIZE asize
math SIZE -= OFFSET
log MEMORY_FILE OFFSET SIZE
set NAME string ""
set PATH string ""
callfunction EXTRACT
startfunction EXTRACT
string PATH += NAME
string PATH += /
for
padding 4 MEMORY_FILE
get ENTRY1 long MEMORY_FILE
get ENTRY2 long MEMORY_FILE
get TYPE long MEMORY_FILE
get SIZE long MEMORY_FILE
get OFFSET long MEMORY_FILE
get NAME string MEMORY_FILE
if TYPE == 0
set FNAME string PATH
string FNAME += NAME
log FNAME OFFSET SIZE
else
if ENTRY1 != -1
goto ENTRY1 MEMORY_FILE
callfunction EXTRACT
endif
endif
if ENTRY2 == -1
break
endif
goto ENTRY2 MEMORY_FILE
next
endfunction
Re: LEGOLAND 3D Models
I had a closer look at the 3D files. Looks like they contain short
3d animation sequences for lego figures. The files are in little endian.
The first dword in the file is the number of frames. For each frame there
are x vertices and y unknown additional tripel of floats (maybe normals, etc),
but I didnt check.
x != n*y n element of integer
n(fileA) != n(fileB)
After the frames there are the indices that define the triangles. Each index
is used for each frame!
At the end of the file there is some meta data for the triangles. I think
there are colors and uv-values deposed.
3d animation sequences for lego figures. The files are in little endian.
The first dword in the file is the number of frames. For each frame there
are x vertices and y unknown additional tripel of floats (maybe normals, etc),
but I didnt check.
x != n*y n element of integer
n(fileA) != n(fileB)
After the frames there are the indices that define the triangles. Each index
is used for each frame!
At the end of the file there is some meta data for the triangles. I think
there are colors and uv-values deposed.
Code: Select all
struct main
{
dword dwCntFrames;
struct frame sFrames[dwCntFrames];
dword dwCntTriangles;
dword dwCntUnknown;
struct triangle sTriangles[dwCntTriangles];
struct meta sMeta[dwCntTriangles];
};
struct frame
{
dword dwCntVerices;
struct vertex sVertices[dwCntVerices];
dword dwCntUnknown;
struct vertex sUnknown[dwCntVerices];
};
struct triangle
{
dword dwI1;
dword dwI2;
dword dwI3;
};
struct meta
{
dword dwUnknown;
byte bRed;
byte bGreen;
byte bBlue;
byte bUnknown; //FF
dword dwUnknown;
struct uv sUV[3];
};
struct vertex
{
float fX;
float fY;
float fZ;
};
struct uv
{
dword dwU;
dword dwV;
};