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Elite Dangerous

Posted: Wed Aug 06, 2014 6:34 pm
by twisted
Anyone had a look at Elite Dangerous ovl files? I can rip files out with offzip but knowing the structure would be helpful.

Here's the beginning of one

Image

Re: Elite Dangerous

Posted: Wed Aug 06, 2014 7:21 pm
by Ekey
Upload samples.

Re: Elite Dangerous

Posted: Thu Aug 07, 2014 4:42 pm
by twisted
If anyone needs samples drop me a PM.

Re: Elite Dangerous

Posted: Wed Dec 31, 2014 8:12 pm
by zzz

Code: Select all

https://www.mediafire.com/?tznzxrbxoqjbseb
Sample files from the Combat Demo Items\Ship\Eagle folder. Almost all files types are in the OVL format. Regarding sound I found this:
The OVL and OVS files are compressed with zlib.

OVL files make up parts of a virtual serialized filesystem, and are partially compressed. OVS files are completely compressed and contains most of the bulk data.

Can't give you more info than that at the moment as I'm at work and I've not looked at them for a while.
though replacing models is the thing I'm most interested in.

Re: Elite Dangerous

Posted: Thu Feb 05, 2015 2:07 am
by eriger777
Bump?

viewtopic.php?f=21&t=12572&p=103469#p103469 I'm looking for the same thing. Although I made a new thread.

Re: Elite Dangerous

Posted: Thu Feb 05, 2015 1:56 pm
by shakotay2
zzz wrote:though replacing models is the thing I'm most interested in.
would be the last step in the chain just started:

Re: Elite Dangerous

Posted: Sun Feb 08, 2015 9:34 pm
by eriger777
How'd you do it^

Re: Elite Dangerous

Posted: Tue Feb 10, 2015 10:28 am
by shakotay2
I used hex2obj (view link in my sig)
Press the tut(orial) button in hex2obj to read more.

But it's not a one click solution. Do the tutorial example to understand how it works.

Re: Elite Dangerous

Posted: Tue Mar 31, 2015 6:52 pm
by blinxies
shakotay2 wrote:I used hex2obj (view link in my sig)
Press the tut(orial) button in hex2obj to read more.

But it's not a one click solution. Do the tutorial example to understand how it works.
I have tried your example and it worked very well. Ended up with a female torso.
But now I tried what you said with the Eagle_Debris and It doesn't work, even with your screenshot settings matching.
None of Data.ovl, Data.ovs.models_l0 and Data.ovs.models_l1 result in anything.

I want the vulture model to 3D print it but yeah, I just cannot understand that part.
Did Frontier changed the files lately or something ?

Because I am sure that none of the files have anything starting at 130

Re: Elite Dangerous

Posted: Tue Mar 31, 2015 9:44 pm
by shakotay2
blinxies wrote:But now I tried what you said with the Eagle_Debris and It doesn't work, even with your screenshot settings matching.
None of Data.ovl, Data.ovs.models_l0 and Data.ovs.models_l1 result in anything.
Eagle_Debris-models_l0.dat (742700 bytes) is working with hex2obj v.0.23
I want the vulture model to 3D print it but yeah, I just cannot understand that part.
Did Frontier changed the files lately or something ?

Because I am sure that none of the files have anything starting at 130
I don't have that vulture model but starting address of face indices may vary from model to model.

Re: Elite Dangerous

Posted: Tue Mar 31, 2015 11:58 pm
by blinxies
This is the vulture from the Demo https://mega.co.nz/#!kMtT1L6Q!dhEHiReG2 ... bSJ0tfoJss
(Link is a zipped file of the folder containing the data.ovl, and both LOD models, where only data.ovs.models_l0 is important.
This link should not be an issue with the site rule)

I have tried and succeeded with the debris model example you have provided in your screenshot previously.
I noticed I had to deflate the zlib stream from the OVS first.

Regardless, I am unable to reproduce the same manip with any other files that is not the eagle debris.
And your tutorial does not explain how you end up with a VB size of 20 and UV pos of 16
When I tried with a Nav Beacon, the render ended up being totally flat.

Would be nice to provide a quick example with E:D files.

Re: Elite Dangerous

Posted: Wed Apr 01, 2015 1:11 pm
by shakotay2
blinxies wrote:This is the vulture from the Demo
thx, but I can't download it atm (I'm not at my working PC).
And your tutorial does not explain how you end up with a VB size of 20 and UV pos of 16
After you got the vertex count (from max face indices) just devide the vertex section size (VSS) by vertexcount -> VBsize
(may not work for all models; you'll get VSS by experience or not)

UV pos you get by experience or just VBsize - (size of uv coords), as simple as that. (Does not work always.)
When I tried with a Nav Beacon, the render ended up being totally flat.
yeah, I know this problem
Would be nice to provide a quick example with E:D files.
But iirc it was not easy to extract models from this format.

edit: well, for the vulture's first submesh it was:
Vulture_1.JPG

Re: Elite Dangerous

Posted: Sun Apr 12, 2015 8:56 pm
by eriger777
Any more updates on this?

Re: Elite Dangerous

Posted: Mon May 04, 2015 9:30 pm
by eriger777
bump

Re: Elite Dangerous

Posted: Mon May 04, 2015 10:56 pm
by shakotay2
eriger777 wrote:Any more updates on this?
I'm not working on these models.
Why don't you try it out for yourself?
It's pretty simple:
vulture_SM_3.JPG