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Re: Shining Resonance .MLX

Posted: Sun Apr 19, 2015 7:02 pm
by shakotay2
wordhg wrote:114 back hair does not appear
found it in the second "KFMG" section:

0x20da70 1170
Vb1
76 40
0x212940 713
021000
0x0 255

Updated Make_H2O.exe. Use it with hex2obj0.23c.exe!

I didn't fully understand the counts in the tables and
did some workaround to get a maximum count of obj files.

There are three things to understand with the obj output for MLX files.
### Read carefully! ###
  • 1. For some obj the vertex count was set/forced to max face index count
    These files are saved as *.objx - since they may contain QNANs (not a number).

    You could try to create a proper obj by reducing the face index count in the belonging H2O file.
    Then use "File SaveAs" in hex2obj.
  • 2. For H2Os containing negative counts the resulting obj have zero vertices.
  • 3. There may exist 2 (or more?) similar versions of a char contained in an MLX file.

    For the 2nd one the H2Os look like this: *_A_0.H2O, *_A_1.H2O, ...

    >>> But the obj files are numbered from 0 to lastNumber.

    In the lower left listbox in hex2obj you'll find such a line for example:

    27: DL0114_SD002N.MLX_A_0.h2o

    This means: the *_A_0.h2o's params were used to create *_27.obj

    But more important: all obj from *_0.obj to *_26.obj belong to the first char version.

    Copy them into a separate directory before using load_multi_obj_blender2.69.py
Make_H2O_MLX.zip

Re: Shining Resonance .MLX

Posted: Mon Apr 20, 2015 1:44 am
by wordhg
shakotay2 wrote:
wordhg wrote:114 back hair does not appear
found it in the second "KFMG" section:

0x20da70 1170
Vb1
76 40
0x212940 713
021000
0x0 255

Updated Make_H2O.exe. Use it with hex2obj0.23c.exe!

I didn't fully understand the counts in the tables and
did some workaround to get a maximum count of obj files.

There are three things to understand with the obj output for MLX files.
### Read carefully! ###
  • 1. For some obj the vertex count was set/forced to max face index count
    These files are saved as *.objx

    After renaming them to obj you may use them but reducing of the face index count may be required.
    Then save them using "File SaveAs" in hex2obj.
  • 2. For H2Os containing negative counts the resulting obj have zero vertices.
  • 3. There may exist 2 (or more?) similar versions of a char contained in an MLX file.

    For the 2nd one the H2Os look like this: *_A_0.H2O, *_A_1.H2O, ...

    >>> But the obj files are numbered from 0 to lastNumber.

    In the lower left listbox in hex2obj you'll find such a line for example:

    27: DL0114_SD002N.MLX_A_0.h2o

    This means: the *_A_0.h2o's params were used to create *_27.obj

    But more important: all obj from *_0.obj to *_26.obj belong to the first char version.

    Copy them into a separate directory before using load_multi_obj_blender2.69.py
Perfect !

Thank you

Re: Shining Resonance .MLX

Posted: Mon Apr 20, 2015 12:01 pm
by wordhg
shakotay2 wrote:
wordhg wrote:114 back hair does not appear
found it in the second "KFMG" section:
Updated Make_H2O.exe. Use it with hex2obj0.23c.exe!
Sorry there are new problems archives

http://www.mediafire.com/download/ttdhm ... SD003H.MLX

Please help me

Re: Shining Resonance .MLX

Posted: Mon Apr 20, 2015 8:50 pm
by shakotay2
update
Make_H2O.zip

Re: Shining Resonance .MLX

Posted: Mon Apr 20, 2015 10:14 pm
by wordhg
shakotay2 wrote:update
Make_H2O.zip
Very Good

Re: Shining Resonance .MLX

Posted: Sun Apr 26, 2015 12:02 pm
by qq99q1
DLC documents how LMX extract :owned2:

Re: Shining Resonance .MLX

Posted: Mon Apr 27, 2015 6:06 pm
by wordhg
qq99q1 wrote:DLC documents how LMX extract :owned2:
This is cpk

Re: Shining Resonance .MLX

Posted: Fri May 01, 2015 11:11 am
by qq99q1
wordhg wrote:
qq99q1 wrote:DLC documents how LMX extract :owned2:
This is cpk
What kind of tools

Re: Shining Resonance .MLX

Posted: Sat May 16, 2015 4:29 pm
by q22853470
lovemarin wrote:
chrrox wrote:you need to decrypt the file table first.
then the quickbms script will work on it.

Image
Image

Thank chrrox and shakotay2, but all my mlx files extracted turn out to be like this, these broken models make my heart broken.
I don't know what's wrong with my process :( , could someone pack and upload all the mlx files for share please? the pack won't be too big, just near 200MB within 7z. format :] Thanks in advance!
I have the same problem.
Who can solve this problem? Thanks.

Re: Shining Resonance .MLX

Posted: Sun May 17, 2015 4:32 pm
by shakotay2
q22853470 wrote:I have the same problem.
Who can solve this problem? Thanks.
Have you tried Make_H2O.exe from the post as of Apr 20, 2015 8:50 pm ?

Re: Shining Resonance .MLX

Posted: Wed Oct 14, 2015 11:21 pm
by qq99q1
chrrox wrote:you need to decrypt the file table first.
then the quickbms script will work on it.
Image
Image
Image
This perfect plugin is not downloaded :(

Re: Shining Resonance .MLX

Posted: Mon Oct 19, 2015 12:57 pm
by kamikazeman
chrrox plugin is not perfect.
use H2O , we can extracte obj data.
but , i cannot extracte DLC contents.

plz tell me how open DLC contents.

Re: Shining Resonance .MLX

Posted: Mon Oct 19, 2015 2:04 pm
by shakotay2
if you sent me a DLC MLX sample I could look for a solution

Re: Shining Resonance .MLX

Posted: Tue Oct 20, 2015 2:51 pm
by kamikazeman
i can't open dlc cpk file.
i can open main data file by chrrox's USRDIR.7z
but , no way open dlc file.
i know it is @UTF code , but how convert it is ?

Re: Shining Resonance .MLX

Posted: Tue Oct 20, 2015 4:15 pm
by wordhg
kamikazeman wrote:i can't open dlc cpk file.
i can open main data file by chrrox's USRDIR.7z
but , no way open dlc file.
i know it is @UTF code , but how convert it is ?
http://aluigi.altervista.org/bms/cpk.bms