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Re: Extracting simple models

Posted: Mon Jan 07, 2019 1:53 pm
by sfc123
Tosyk wrote:My only point was: better UI can give better understanding for the beginners, simple as that. This claim is not from nowhere — because of my professional expirience.

p.s.: the fact that you "can" and "have to" learn ANY tool to get what you want is something beyond "usability" terms and doubtlessly but with the approach like this you can also say "draw models yourself".
p.s.: once again: I'm not trying to argue, guys, I'm just saying that ui of h2o could be much more better :]

well done;

Re: Extracting simple models

Posted: Mon Jan 07, 2019 4:43 pm
by shakotay2
sfc123 wrote:
Tosyk wrote:My only point was: better UI can give better understanding for the beginners, simple as that. This claim is not from nowhere — because of my professional expirience.

p.s.: the fact that you "can" and "have to" learn ANY tool to get what you want is something beyond "usability" terms and doubtlessly but with the approach like this you can also say "draw models yourself".
p.s.: once again: I'm not trying to argue, guys, I'm just saying that ui of h2o could be much more better :]

well done;
Use hex2obj or let it be. :)
From my side the discussion is finished like hex2obj. :roll:

If you know how to code you could use the C source in my Make_obj project as a starting point.
Feel free to introduce all features you're missing in hex2obj. :D

Or you could use ModelResearcher.

Re: Extracting simple models

Posted: Sat May 04, 2019 4:52 pm
by Ar7579009
thanks @shakotay2 for Hex2Obj but i can't extract 3d models from .lullmodel format
from 27april to last i am trying to rip them out and learning under this process from a useless person i am noob who gained a basic knowledge about c, python, hex data, structure of 3d format. i thought now, i can rip them out but i can't because i'm still useless please convert them into .obj
here's is the link https://www.mediafire.com/folder/pz72949f6d6y6/
i tried many times but i only got failures but i keep trying
could you please convert for us all who are wants to make animation as a tribute to our avengers
they are .lullmodel which was converted by Acewell
i tried to contact him but i'm still useless
these files are from marvel playground avengers ar apk

Re: Extracting simple models

Posted: Sat May 04, 2019 10:26 pm
by shakotay2
"useless" does mean "unsuccessful"?

This mesh format is pretty simple, an ameba should be able to extract it. :D

Search for 000001000200 to find the start-of-face-indices.

Skip about 6 bytes after end-of-face-indices block to find start of vertices.

For hulk copy these 6 lines into a txt file, name it hulk.H2O, load model, load H2O file, press mesh button, done.

0x5A18 89775
Vb1
56 12
0x3177C 63263
020000
0x0 255

Re: Extracting simple models

Posted: Sun May 05, 2019 9:47 am
by Ar7579009
shakotay2 wrote: Sat May 04, 2019 10:26 pm "useless" does mean "unsuccessful"?

This mesh format is pretty simple, an ameba should be able to extract it. :D

Search for 000001000200 to find the start-of-face-indices.

Skip about 6 bytes after end-of-face-indices block to find start of vertices.

For hulk copy these 6 lines into a txt file, name it hulk.H2O, load model, load H2O file, press mesh button, done.

0x5A18 89775
Vb1
56 12
0x3177C 63263
020000
0x0 255
would you please provide thor and captain marvel because only these two are looking impossible to extract and after i just exported warmachine and nebula but thor and captain marvel's face indices are missing i think
once again please take a little effort please
please
please
thanks in advance

Re: Extracting simple models

Posted: Sun May 05, 2019 11:34 am
by shakotay2
Ar7579009 wrote: Sun May 05, 2019 9:47 ambut thor and captain marvel's face indices are missing i think
nope.
Captain marvel's face indices are to be found at file offset 0x5734.

The ones from Thor start at 0x5C4C; it's DWord face indices here (00000000 01000000 02000000).
(Vertices assumed to start at 0x7D77C.)

Re: Extracting simple models

Posted: Sun May 05, 2019 12:05 pm
by Ar7579009
shakotay2 wrote: Sun May 05, 2019 11:34 am
Ar7579009 wrote: Sun May 05, 2019 9:47 ambut thor and captain marvel's face indices are missing i think
nope.
Captain marvel's face indices are to be found at file offset 0x5734.

The ones from Thor start at 0x5C4C; it's DWord face indices here (00000000 01000000 02000000).
(Vertices assumed to start at 0x7D77C.)
THANKS AGAIN SHAKOTAY2 BY YOUR HELP I CONVERTED BOTH OF THEM BUT BECAUSE I PUTTED WRONG NORMALS VALUE MODEL LOOKED WEIRD AND I SOLVED THAT LITTLE PROBLEM BY BLENDER

Re: Extracting simple models

Posted: Sun May 05, 2019 12:09 pm
by Ar7579009
shakotay2 wrote: Sun May 05, 2019 11:34 am
Ar7579009 wrote: Sun May 05, 2019 9:47 ambut thor and captain marvel's face indices are missing i think
nope.
Captain marvel's face indices are to be found at file offset 0x5734.

The ones from Thor start at 0x5C4C; it's DWord face indices here (00000000 01000000 02000000).
(Vertices assumed to start at 0x7D77C.)
ONE MORE HELP, I TRIED TO OPEN .KTX TEXTURES BY PVRTEXTOOL BY IT IS SHOWING ASTCENC.EXE IS'NT IN PATH ERROR
I MADE A PATH VARIABLE WITH VALUE ;C:\Imagination\PowerVR_Graphics\PowerVR_Tools\PVRTexTool\GUI\Windows_x86_32\astcenc.exe
BUT STILL I CAN'T OPEN TEXTURES

Re: Extracting simple models

Posted: Sun May 05, 2019 2:38 pm
by justshopatkmart43
Ar7579009 wrote: Sun May 05, 2019 12:09 pm
shakotay2 wrote: Sun May 05, 2019 11:34 am
Ar7579009 wrote: Sun May 05, 2019 9:47 ambut thor and captain marvel's face indices are missing i think
nope.
Captain marvel's face indices are to be found at file offset 0x5734.

The ones from Thor start at 0x5C4C; it's DWord face indices here (00000000 01000000 02000000).
(Vertices assumed to start at 0x7D77C.)
ONE MORE HELP, I TRIED TO OPEN .KTX TEXTURES BY PVRTEXTOOL BY IT IS SHOWING ASTCENC.EXE IS'NT IN PATH ERROR
I MADE A PATH VARIABLE WITH VALUE ;C:\Imagination\PowerVR_Graphics\PowerVR_Tools\PVRTexTool\GUI\Windows_x86_32\astcenc.exe
BUT STILL I CAN'T OPEN TEXTURES
Calm down with the all caps mate. This is unrelated to the thread, I answered this question in the avengers thread. Just put it into the same folder with the PVRTexToolCLI

Re: Extracting simple models

Posted: Sat May 18, 2019 5:29 am
by bisalinamk
Tosyk wrote: Sun Aug 19, 2018 10:27 am I have good progress in the script for division. right now I'm trying to understand where Gh0stBlade getting mesh scaler. also I noticed that some meshes are not fit their skeleton just a bit. for example on this screenshot full model need to be scaled down fo 1% and moved by Y:-0.1 to fit the skeleton. I found that some of the head models need to be transformed the same way but with different numbers.

Image

I would apreciate if anyone explain to me how this (viewtopic.php?p=118852#p118852) python reads scaler
Hey... Whats progress? Can I download script?

Re: Extracting simple models

Posted: Mon Jun 03, 2019 6:01 pm
by andy97
Hi, I'm working on some files for practical purpose and then I've encountered this file
Image

After doing some research, I assume this file is a kind of DW - TriStrip FFFF, which was said that hex2obj couldn't handle in one thread.

Image

However, since I'm a newbie and I'm not sure about my argument, I decided to post it here for a help.

P/s: If I'm not mistaken, this format comes from a ps3 game. I've attached the file and .h2o :D

Sample + H2O

Re: Extracting simple models

Posted: Tue Jun 04, 2019 6:27 am
by shakotay2
andy97 wrote: Mon Jun 03, 2019 6:01 pmAfter doing some research, I assume this file is a kind of DW - TriStrip FFFF,
face indices in character_model_210.sptki are Words (unsigned shorts) afaics. Problem is to get proper point clouds (there's many normals. Mesh structures I found seem to be arranged as spheres:)
character_model_210-sptki.png
You need to try out different FVFsizes, 32 etc.

Final step would be to assign the suiting tristrips blocks.
(Interesting that it fits for the uvs in your screenshot. :) )

So I'd search for all uv blocks; last one at 0x1cc130, count: 63; FIs at 1cd1f0, count: 160

You could try out this H2O data as a start to isolate the upper body mesh; use point cloud! Good luck:

0x1CD1F0 160
Vb1
16 99
0x1BF830 2143
121010
0x1CC130 8

Re: Extracting simple models

Posted: Tue Jun 04, 2019 10:20 am
by andy97
shakotay2 wrote: Tue Jun 04, 2019 6:27 am
You need to try out different FVFsizes, 32 etc.
Thank you, I've changed it from 48 to 64 and it works well :D

Image

Re: Extracting simple models

Posted: Tue Jul 09, 2019 8:10 pm
by jayn23
Hi shakotay2 ,

First just wanted to say thanks for a great tool and for all your help, iv been going thru all the tutorials during the past week and gotten pretty good at spotting vertex block, but having issues with the "easy" faces.

for the following model i manged to find all verts for main mesh and 2 sub mesh (LOD) including UV data, but cant seem to find the correct face start and count, i was hoping you could help me out, and maybe even with a small explanation how you found it.

Main Mesh
Vertex Start : 0x70
Count:4148
Padding: 64
Vert Block: 76
Type: float

UV Start: 0x88
Count: 4148
Padding: 68
Type: Float

face start: 0x0a2f2c (??? the is the area i was looking around tried different offsets)

heres a link to the file
https://drive.google.com/open?id=109x2e ... G1BWHcuEYk

Re: Extracting simple models

Posted: Wed Jul 10, 2019 6:43 am
by andy97
jayn23 wrote: Tue Jul 09, 2019 8:10 pm Main Mesh
Vertex Start : 0x70
Count:4148
Padding: 64
Vert Block: 76
Type: float

UV Start: 0x88
Count: 4148
Padding: 68
Type: Float
Face start: a2f20

Count: 15810

Image

Code: Select all

0xA2F20 15810
Vb1
76 24
0x24 4148
020000
0x0 255