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WazerHD
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Need help.

Post by WazerHD »

Hello, Community. I'm new in this forum. And this is my first post.

So i was once a gamer, I play a game called Fung Wan Online. Until now I'm still playing that game
even the real server died 7 year ago. So now i want to try to modify the game, make it look better and stuff.

So i want to try 3d modeling as I heard some of my friends start 3d modeling too and they have a good time with it.
I tried myself too, And i admit, It was fun; playing with our imagination. But that's not the true reason i tried this.

I want to play around with the game model i was playing. So i try searching the game file.No .obj what so ever. What i think was the model file was (Yeah i was a noob) and try to import it in to the 3Ds MAX. And i found out, It was just a
direct draw surface file.

Then i ask my friends then they said the .file was the model file and they have no idea how it works. I've been trying
to find the converter but none works. :think:

I really need someone that can help me find or create a converter for model file *.to *.Obj.


The game's name is . It's made around 2000. Please help me with this.

This is the model file, animation file and direct draw surface file.
File

If someone can help me with this, I would be really grateful. :keke:
Last edited by WazerHD on Sat Feb 07, 2015 9:13 am, edited 1 time in total.
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Re: Need help.

Post by Acewell »

It looks like some research has already been done on this.
viewtopic.php?f=16&t=10618

A standalone exporter was supposedly available at one time in this post, but the link is dead now.
viewtopic.php?p=87044#p87044

shakotay2 is still active here, maybe he still has the file.
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Re: Need help.

Post by WazerHD »

My friend is yuredacy. he recommended me to this forum.
Yes I plan to get in contact with him if i can.

I already have the converter he made. My friend gave it to me, But it's not converting stuff right. I've tried everything but it didn't seems to work. So i came here and ask again.
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shakotay2
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Re: Need help.

Post by shakotay2 »

WazerHD wrote:But it's not converting stuff right. I've tried everything but it didn't seems to work. So i came here and ask again.
could you be more precise, please?

For me the FWanExtractor is working as expected for the vkm from your rar:
PC01Body_vkm.jpg
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Need help.

Post by WazerHD »

shakotay2 wrote:
WazerHD wrote:But it's not converting stuff right. I've tried everything but it didn't seems to work. So i came here and ask again.
could you be more precise, please?

For me the FWanExtractor is working as expected for the vkm from your rar:
PC01Body_vkm.jpg
I'm sorry. I didn't mean it's not working, I mean I don't understand how it works. For model PC18 it's working fine when i insert the adress 0x60ED. But on this ones it just crash the extractor.

Can you explain to me how it works?


EDIT:
what i mean is, I can't extract the leg part. the top is all fine just like your picture. But i can't figure out what adress to enter for the bottom
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Re: Need help.

Post by WazerHD »

Please reply A.S.A.P. i really need your help, shakotay2.
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Re: Need help.

Post by shakotay2 »

WazerHD wrote:Please reply A.S.A.P.
My tools are for free and don't have a built-in
asap support. :D

At least you seem to have read the vertsCnt_at_ readme...
Search for the vertex count of the lower body (544 dec.) - its address is the one to be entered.
PCMaleLower01.jpg
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Need help.

Post by WazerHD »

But i don't get any of these :eek:
address of the vertex count for KIRIN is 0x74

Offset 0 1 2 3 4 5 6 7 8 9 A B C D E F

0000 56 4B 59 4D 69 00 00 00 01 00 00 00 34 00 00 00 VKYMi.......4...
0010 01 00 02 00 00 00 00 00 77 E0 01 00 4B 72 69 6E ........wà..Krin
0020 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0030 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0040 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0050 00 00 00 00 00 00 00 00 00 00 00 00 00 00 40 37
0060 A9 96 42 42 00 49 16 C0 39 10 EC 41 AF 96 42 42
0070 D6 21 80 42<13 06 00 00> 00 D3 88 35 F9 36 64 42

------------------------------------------------------

For the first submesh in PC18 it's also 0x74 but
for the second one (Lower Body) it's not so easy.

As a rule you might find the address counting 4 lines down
from the position of the 'a' in .max.

The address of the vertex count for Lower Body being 0x60ED:


Offset 0 1 2 3 4 5 6 7 8 9 A B C D E F

06090 00 7F 92 00 00 50 43 31 38 5F 4C 6F 77 65 72 20 .’..PC18_Lower
060A0 42 6F 64 79 00 00 00 74 30 30 30 2E 6D 61 78 00 Body...t000.max.
060B0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
060C0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
060D0 00 00 00 00 00 00 00 B0 37 BE 70 E2 41 8C C4 F6
060E0 BF 2C 08 04 41 E7 00 E2 41 37 3D DB 40<D7 01 00
060F0 00>DC 4B C6 36 99 7E 51 42 AB B3 A6 C0 50 F8 7B


You'll have to rename the first submesh/obj of PC18 manually
otherwise it will be overwritten when exporting the second one.
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Re: Need help.

Post by WazerHD »

I don't know what those things means. Please explain it to me.
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Re: Need help.

Post by shakotay2 »

you'll need to find the address of the vertex count. This address (7E26) to be entered in the FungWan extractor tool.
The vertex count to be found 4 (or 5) lines below the submesh string (PC Male Lower 01 in the attached picture).

The vertex count to be identified by containing 00 00 (it's very unlikely that there's a float in that line hitting this condition. If so, well, then you're lost, I guess...)
PC01_öowerBody_VertexCount.jpg
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Need help.

Post by WazerHD »

shakotay2 wrote:you'll need to find the address of the vertex count. This address (7E26) to be entered in the FungWan extractor tool.
The vertex count to be found 4 (or 5) lines below the submesh string (PC Male Lower 01 in the attached picture).

The vertex count to be identified by containing 00 00 (it's very unlikely that there's a float in that line hitting this condition. If so, well, then you're lost, I guess...)
PC01_öowerBody_VertexCount.jpg
How do i find the vertex address? is there any tool to check that?
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Re: Need help.

Post by shakotay2 »

the vertices start after the vertex count. (The only tool I know for getting the vertices' start address is the braintool. But sadly it can't be downloaded anywhere. :D )
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Need help.

Post by WazerHD »

shakotay2 wrote:the vertices start after the vertex count. (The only tool I know for getting the vertices' start address is the braintool. But sadly it can't be downloaded anywhere. :D )
I got it figured out. Thank you shakotay you've been a big help for me.
If you hasn't shown me the Hex editor thing a couple times, i wont find out where to find those things xD
topic closed. thanks again, shakotay. :D
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