I don't have this game so i downloaded the deadpool_1702.pak sample from here
http://zenhax.com/viewtopic.php?p=2133#p2133
and extracted contents from the pak with daemon1's tool and i made a new script still incomplete but will open most of the igz textures as they were extracted from the pak.
i'm having difficulty with the format id of each texture so only a couple won't open.
script removed see this post
viewtopic.php?p=118479#p118479
leave the original igz intact because it contains some header info needed for the texture to display with right width and height.
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Marvel Ultimate Alliance 2 .DAT
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Re: Marvel Ultimate Alliance 2 .DAT
Last edited by Acewell on Sat May 07, 2016 12:22 pm, edited 1 time in total.
- pechenko121
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Re: Marvel Ultimate Alliance 2 .DAT
Gonna give it a try a bit later this day, thank youAceWell wrote:I don't have this game so i downloaded the deadpool_1702.pak sample from here
http://zenhax.com/viewtopic.php?p=2133#p2133
and extracted contents from the pak with daemon1's tool and i made a new script still incomplete but will open most of the igz textures as they were extracted from the pak.
i'm having difficulty with the format id of each texture so only a couple won't open. leave the original igz intact because it contains some header info needed for the texture to display with right width and height.
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Re: Marvel Ultimate Alliance 2 .DAT
So i gave it a try. Some textures opened correctly. But some of them looks like this:AceWell wrote:I don't have this game so i downloaded the deadpool_1702.pak sample from here
http://zenhax.com/viewtopic.php?p=2133#p2133
and extracted contents from the pak with daemon1's tool and i made a new script still incomplete but will open most of the igz textures as they were extracted from the pak.
i'm having difficulty with the format id of each texture so only a couple won't open. leave the original igz intact because it contains some header info needed for the texture to display with right width and height.
And for some textures it gave me an error:
- pechenko121
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Re: Marvel Ultimate Alliance 2 .DAT
most of the normals i tried looks like this:
i can upload more archieves if needed.
i can upload more archieves if needed.
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Re: Marvel Ultimate Alliance 2 .DAT
Where can I get this script?pechenko121 wrote:daemon1 wrote:I used Luigi's igz extract script
- pechenko121
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Re: Marvel Ultimate Alliance 2 .DAT
daemon1 wrote:Where can I get this script?pechenko121 wrote:daemon1 wrote:I used Luigi's igz extract script
Code: Select all
endian big
idstring "IGZ\x01"
get FILES long
for i = 0 < FILES
get DUMMY long
get NAME_OFF long
get OFFSET long
get SIZE long
log "" OFFSET SIZE
next i
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Re: Marvel Ultimate Alliance 2 .DAT
here is version 2 of the igz texture script
supports dxt1, dxt5, ati2
this one should work for all of the igz textures, let me know if not
it turned out to be a different 8 byte hash representing the 3 formats used supports dxt1, dxt5, ati2
this one should work for all of the igz textures, let me know if not
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- pechenko121
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Re: Marvel Ultimate Alliance 2 .DAT
everything is fine now, thank youAceWell wrote:here is version 2 of the igz texture scriptit turned out to be a different 8 byte hash representing the 3 formats used
supports dxt1, dxt5, ati2
this one should work for all of the igz textures, let me know if not
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Re: Marvel Ultimate Alliance 2 .DAT
Hey all, very new to this so forgive me if this is a simple question. I'm haveing trouble just using HexToOBJ to convert the dat files to 2d models. I've been trying it out on 1101.igz (Black Panther) and used the script pechenko provided to convert to .dat files (5 of them, although most are empty/useless). But I'm just banging my head against it trying to extract the mesh. Does anybody know something I might be missing?
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Re: Marvel Ultimate Alliance 2 .DAT
Can you share this 1101.igz sample you're working with? We can tell you for sure what you need to do
edit
ah wait, are you working with the MUA PC version files?
http://zenhax.com/viewtopic.php?f=9&t=2830
i haven't looked at any of those yet, they might be different to the 360 files
edit
ah wait, are you working with the MUA PC version files?
http://zenhax.com/viewtopic.php?f=9&t=2830
i haven't looked at any of those yet, they might be different to the 360 files
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Re: Marvel Ultimate Alliance 2 .DAT
Well,can you take a look in this file format for PC version?
Samples here: https://mega.nz/#!CgAAVQiD!nc6Ttc-nEtCI ... Mi8xTs9tHs
Thanks in advance!
Samples here: https://mega.nz/#!CgAAVQiD!nc6Ttc-nEtCI ... Mi8xTs9tHs
Thanks in advance!
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Re: Marvel Ultimate Alliance 2 .DAT
Thanks so much! At work atm but I'll share it soon as I'm home. Since the igz is a compressed file type is it okay for me to just attach it to a post? Don't want to break forum conductAceWell wrote:Can you share this 1101.igz sample you're working with? We can tell you for sure what you need to do
edit
ah wait, are you working with the MUA PC version files?
http://zenhax.com/viewtopic.php?f=9&t=2830
i haven't looked at any of those yet, they might be different to the 360 files
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Re: Marvel Ultimate Alliance 2 .DAT
Alright, folder at the link below has the original 1101.igz and the 6 .dat files it was broken up into by pechenko's QuickBMS script
https://dl.dropboxusercontent.com/u/414 ... anther.zip
https://dl.dropboxusercontent.com/u/414 ... anther.zip
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Re: Marvel Ultimate Alliance 2 .DAT
thanks for the samples guys!
first submesh of BlackPanther 00000003.dat it looks like the differences are the endianness, float UVs instead of half-float and the FVF size
if someone was to make a plugin for these models it might be best to leave the
igz file intact instead of splitting it into dat files to keep header info with the model data.
first submesh of BlackPanther 00000003.dat it looks like the differences are the endianness, float UVs instead of half-float and the FVF size
if someone was to make a plugin for these models it might be best to leave the
igz file intact instead of splitting it into dat files to keep header info with the model data.
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Re: Marvel Ultimate Alliance 2 .DAT
Any chance you might be able to explain your methodology? How you knew to use vertex block mode, first vertex address, etc? Also why does the mesh appear to have holes in the face?AceWell wrote:thanks for the samples guys!
first submesh of BlackPanther 00000003.dat it looks like the differences are the endianness, float UVs instead of half-float and the FVF size
if someone was to make a plugin for these models it might be best to leave the
igz file intact instead of splitting it into dat files to keep header info with the model data.
But seriously, thank you for showing this off! Reassuring to know that I was right about the start address and vertex count, so I can't be too far off
EDIT: Got it to produce the same result using 1101.igz!!!
Still confused about the gap in the mesh though. Also why would the cape, belt, boots etc not be included? Are those also contained in this same .igz but starting at a later address? For example, there is a similar of little endian hex value face indices at 0x068DA4.
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