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Crossout extraction models(.pak)

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Panasonic
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Crossout extraction models(.pak)

Post by Panasonic »

Hi.
This site (zenhax.com) helped extract from .pak, files such as: mdl-msh000, tfd and others. Need help to convert them in a convenient format(.obj)
Image

A folder with the files after extraction:
https://yadi.sk/d/ILSWawMxtYdqT
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shakotay2
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Re: Crossout extraction models(.pak)

Post by shakotay2 »

uvs are a little bit funny - have to be zoomed. (Dunno why where so much empty space between the parts.)
mustang-mdl-msh000.jpg
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Last edited by shakotay2 on Sun Jul 24, 2016 6:08 pm, edited 1 time in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Crossout extraction models(.pak)

Post by Acewell »

shakotay beat me to it :D

0x08 - vertex stride
0x0c - number of vertices
0x10 - number of face indices

textures are dds and are in some kind of headerless uncompressed tfd archive
i guess the archive index is in the tfh file
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Re: Crossout extraction models(.pak)

Post by Panasonic »

I'm stupid to figure it out (: thanks for the help
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Re: Crossout extraction models(.pak)

Post by Panasonic »

I can not find value: startaddr 0x(step 1)
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Re: Crossout extraction models(.pak)

Post by Acewell »

here you go :D
engine_v8_epic.mdl-msh000.png
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Re: Crossout extraction models(.pak)

Post by Panasonic »

how do you get this value? I do not understand :(
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Re: Crossout extraction models(.pak)

Post by Acewell »

experience with pattern recognition, but sometimes the offset are given to you and sometimes are not.
when they are not you just have to trace where the patterns start and end.
To find the vertex block start address i usually set the column width in the hex editor the same as the vertex stride
and the face indices are easier to find because just like the tutorial says,
they look like a scrambled alphabet then you just trace it back to where it doesn't look like that and test it :D
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Re: Crossout extraction models(.pak)

Post by Panasonic »

AceWell, Thank you very much! Thank you guys :D How to get UVs? Textures wrong lie.
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Re: Crossout extraction models(.pak)

Post by Acewell »

All you have to do is enter the numbers you see in the image then go to "File > SaveAs mesh"
to save the mesh with UVs. Then you import the mesh into your favorite 3d software,
you may need to flip the mesh normals so they point out and you might need to flip the UVs vertical or may
even need to scale them up or down so they line up with the image.
i don't know for sure because there were no texture samples to check :)
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Crossout (.mdl-msh000)

Post by Acewell »

i made a Noesis python script to open your mdl-msh000 model samples :D
*script updated April 3, 2018*
fmt_Crossout_mdl-msh000.zip
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Last edited by Acewell on Wed Apr 04, 2018 4:02 am, edited 4 times in total.
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Re: Crossout extraction models(.pak)

Post by Turbozis »

AceWell wrote:i made a Noesis python script to open your mdl-msh000 model samples :D
fmt_Crossout_mdl-msh000.zip
Recieving an error while trying to use it

Code: Select all

Traceback (most recent call last):
  File "C:\Users\user\Desktop\noesisv4293\plugins\python\fmt_Crossout_mdl-msh000.py", line 22, in noepyLoadModel
    VBuf = bs.readBytes(VCount * VBytes)
  File "C:\Users\user\Desktop\noesisv4293\plugins\python\inc_noesis.py", line 125, in readBytes
    return noesis.bsReadBytes(self.h, numBytes)
OverflowError: Python int too large to convert to C long
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Re: Crossout extraction models(.pak)

Post by Karpati »

You can use the 3D Object Converter (Windows) or i3DConverter (macOS) to open these files also.
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Re: Crossout extraction models(.pak)

Post by Turbozis »

Karpati wrote:You can use the 3D Object Converter (Windows) or i3DConverter (macOS) to open these files also.
Either I'm stupid or this doesn't seem to work
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Re: Crossout extraction models(.pak)

Post by Karpati »

Turbozis wrote:Either I'm stupid or this doesn't seem to work
It works fine. Just open the *.mdl-msh000 file.
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