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Model Parsing help needed

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Alsair
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Model Parsing help needed

Post by Alsair »

Hi I'm using Chroxx's notes (see below) to preview the model in Noesis, however I've been having some problems.
chrrox wrote:here is the layout of the bsc files.
meshCount - byte
unkCount - byte
Null -byte
then you read 12 bytes of data * the unkCount +1
so if the number is 1 you read 24 bytes if it is 2 you read 36 bytes
Then you end up at your mesh pieces
for each mesh piece you read
boneName - string
then skip from the start of the bone name 0x42 bytes
then read 2 longs
vertCount - Long
faceCount - long

then you read the mesh data
vert Structure 0x2C
00 - 0C Vertex positions as floats
0C - 18 normals as floats
18 - 1C Vertex Color as bytes
1C - 24 UV's as floats
24 - 2C Null and not used

then read the faces as normal triangle lists. unsigned shorts

that is it just repeat this for the mesh count and your done.

there should be a global skeleton file somewhere that the mesh pieces attach to.
In some models, the third byte (from the start of the file) is not 0. When it isn't then the first bone name does not follow the format that Chrrox/finale posted. If it has 1 then I have to skip the first bone Name and go to the second one, and if its 2 I have to skip the first two bone names and go to the third one. This allows me to read the models.
However, when the third byte is greater than 0 what does the data prior to the actual mesh data contain? Since if I were to write an exporter for this, I would need to know what each data is what. Funny thing is, when I set the third byte to 0 and removed the extra data (via hex editor) that appear before the actual mesh data, and the model loaded fine in game just how it loaded originally. I did not notice any difference between the original and the modified one.

Also, I've noticed the "unkCount" thing that Chrrox posted doesn't really validate on all models.
In fact, the second byte (the one you referred to as unkCount) is actually the number of textures it should load.
1 = .ba0
2 = .bb0 (including .ba0 will be loaded)
3 = .bc0 (.bb0, and .ba0 will be loaded)
4 = .bd0
and so forth

I could manage to figure out how the offset of the first boneName is located, so I am manually scanning for whether the name begins with Bo or bo and then break and -2 the seek to obtain the Bone name. It's quite reliable and works on all models I've tested on so far. I'm quite sure it's possible to calculate the first position, and rather would prefer this method. But I cannot seem to figure out how this is done.


I'm unsure on how to attach the current models to the skeleton file so I'll attach the models and the skeleton.

Here is the model files: http://www.mediafire.com/?dpuup6j651g3d63
And here's the skeleton: http://www.mediafire.com/?dy9vyydbxq754sj

gr_010_arm/body are the files that does not have 0 in the third byte of the file [unsure of what the third byte does?].

gr_030_arm loads but does not appear correct. (needs to be mapped to the skeleton, have no clue on how to do)

It looks like this using the data provided by Chrrox/Finale:
Image
When really it should look like this (ignore the shoulder part and shield):
Image

I have also noted when a model is loaded the angel of the model is in a different angel, I am unable to get it to load in a correct angel like how finale000 did. Mind sharing how that was done?

Here's how it looks for me:
Image
Last edited by Alsair on Wed Jul 03, 2013 11:05 pm, edited 8 times in total.
Alsair
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Re: Bots / Models (.Bsc - .Dat)

Post by Alsair »

please can any one help me

if i offered money do any one will help me
Demonsangel
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Re: Bots / Models (.Bsc - .Dat)

Post by Demonsangel »

Why is it you need the models so bad you are willing to pay for it? You could try to learn to do it yourself.
There are tutorials for Noesis : for basic model importing : viewtopic.php?f=29&t=7760
Do some research about models and what they contain, read in these forums and look at examples. Finale00 has a lot of Noesis scripts that import models in this section, so does Chrrox.

And game resource sharing is a nono, moderators delete your posts if they contain links to resources, so if you want your post to stay you might want to edit out your link viewtopic.php?p=73429#p73429.
Last edited by Demonsangel on Fri Jun 15, 2012 11:53 am, edited 1 time in total.
Alsair
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Re: Bots / Models (.Bsc - .Dat)

Post by Alsair »

cuz iam stupied in this stuff

i can modeling and desgining

but i don't understand Scripts


but i'll try
Demonsangel
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Re: Bots / Models (.Bsc - .Dat)

Post by Demonsangel »

It was the same for me and I still feel stupid when it comes to models, but I figured trying to do something myself and ask for help on that would gain me more then waiting for someone to take interest in my topic.
Alsair
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Re: Bots / Models (.Bsc - .Dat)

Post by Alsair »

i don't want to be pro about this stuff

i just want to extract .Bsc files and inject them again


thats all
Alsair
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Re: Bots / Models (.Bsc - .Dat)

Post by Alsair »

can u give me a link for the program that called "Noesis"
chrrox
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Re: Bots / Models (.Bsc - .Dat)

Post by chrrox »

the textures are plain jpeg files just rename them to .jpg.
Alsair
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Re: Bots / Models (.Bsc - .Dat)

Post by Alsair »

chrrox wrote:the textures are plain jpeg files just rename them to .jpg.
ba0 . . etc they textures i know

but the .bsc for 3d model for the items

obj for the maps

i want to unpack them or use them in 3d prgorams

do you think i can find a programmer to create an unpacker/injector for this .Bsc Obj Files

.Bsc,.obj is a 3d models

thanks for replaying ^^
chrrox
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Re: Bots / Models (.Bsc - .obj)

Post by chrrox »

here is the layout of the bsc files.
meshCount - byte
unkCount - byte
Null -byte
then you read 12 bytes of data * the unkCount +1
so if the number is 1 you read 24 bytes if it is 2 you read 36 bytes
Then you end up at your mesh pieces
for each mesh piece you read
boneName - string
then skip from the start of the bone name 0x42 bytes
then read 2 longs
vertCount - Long
faceCount - long

then you read the mesh data
vert Structure 0x2C
00 - 0C Vertex positions as floats
0C - 18 normals as floats
18 - 1C Vertex Color as bytes
1C - 24 UV's as floats
24 - 2C Null and not used

then read the faces as normal triangle lists. unsigned shorts

that is it just repeat this for the mesh count and your done.

there should be a global skeleton file somewhere that the mesh pieces attach to.
Alsair
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Re: Bots / Models (.Bsc - .obj)

Post by Alsair »

tried

it's hard to me

thats why i came to here
Alsair
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Re: Bots / Models (.Bsc - .obj)

Post by Alsair »

here example some one have the bsc model converter [ The only one ]
http://www.youtube.com/watch?feature=pl ... jTXr9tEKSw

thats what i mean
finale00
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Re: Bots / Models (.Bsc - .obj)

Post by finale00 »

Chrrox just gave you the format outline. You just need to translate it to code.

I don't know what you mean by "don't want to be pro" it's not like you're going to be working for any gaming company. It's just a basic application of programming ability. And being a programmer doesn't make you a pro.

Anyways send me some models and I'll write a noesis plugin. Maybe.
Alsair
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Re: Bots / Models (.Bsc - .obj)

Post by Alsair »

finale00 wrote:Chrrox just gave you the format outline. You just need to translate it to code.

I don't know what you mean by "don't want to be pro" it's not like you're going to be working for any gaming company. It's just a basic application of programming ability. And being a programmer doesn't make you a pro.

Anyways send me some models and I'll write a noesis plugin. Maybe.
here

http://www.mediafire.com/?60vbb9nhnk5ttth

about "don't want to be pro"

i tried to do something in noesis program

but didn't work :) :D

i can 3d modelling web hosting , servers , designing . . .

but programing i leave it to the Professionals
Demonsangel
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Re: Bots / Models (.Bsc - .obj)

Post by Demonsangel »

Show us what you did in Noesis/Python.
Maybe it's just a few changes to what you already cooked up based on Chroxx's information.
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