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Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Posted: Tue Jun 22, 2021 10:29 pm
by shakotay2
Dunno what you mean. There is no such thing like "Blender's Hex2obj Addon". :?

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Posted: Tue Jun 22, 2021 10:31 pm
by lilyampykidYTXeNTaX
Oh. The updated python file that uses Ben 10 UA CD's models?

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Posted: Tue Jun 22, 2021 10:38 pm
by lilyampykidYTXeNTaX
Oh and I have some Cartoon Network Punch Time Explosion XL models. Can you make MakeH2O_CartoonNetworkPunchTimeEXL?
Edit: Files are ps3.
Edit 2: I had to fix the program name.

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Posted: Tue Jun 22, 2021 10:46 pm
by shakotay2
lilyampykidYTXeNTaX wrote: Tue Jun 22, 2021 10:31 pm Oh. The updated python file that uses Ben 10 UA CD's models?
It's for Noesis - and the post/link is hard to find - because there's so many double posts in this thread. :roll:
shakotay2 wrote: Wed Feb 10, 2021 4:36 pm
----------------------------------------------------------------------------
lilyampykidYTXeNTaX wrote: Tue Jun 22, 2021 10:38 pm Oh and I have some Cartoon Network Punch Time Explosion XL models. Can you make MakeH2O_CTEPTEXL?
"CTEPTEXL"? What is this? Textures? Make_H2O doesn't treat textures.
(Plus, I don't work on demand, sry.)

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Posted: Tue Jun 22, 2021 10:58 pm
by lilyampykidYTXeNTaX
Okay... I'll try programming a little, also sorry for demanding you.

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Posted: Tue Jun 22, 2021 11:00 pm
by lilyampykidYTXeNTaX
wait i know what CNPTEXL means it's Cartoon Network Punch Time Explosion XL

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Posted: Sat Jun 26, 2021 5:09 pm
by lilyampykidYTXeNTaX
Today I am going to try and extract the Goop model from Ben 10 Alien Force: Vilgax Attacks (XBox 360).

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Posted: Sat Jun 26, 2021 9:24 pm
by lilyampykidYTXeNTaX
shakotay2 wrote: Tue Jun 22, 2021 10:29 pm Dunno what you mean. There is no such thing like "Blender's Hex2obj Addon". :?
Guess what? I got the Vilgax Attacks Bellwood textures. I got Brainstorm, Jetray, Goop and Chromastone's textures. Sound good now? I used Quickbms to do that.
Edit: Here's a example of one of the models using a texture, took screenshot from Blender, snipped model out of the background.
Jetray_model_NO_BG.png

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Posted: Thu Jul 01, 2021 4:28 pm
by lilyampykidYTXeNTaX
I have a sample of the Bellwood stage from Ben 10: Alien Force Vilgax Attacks (XBox 360) but, I can't extract the whole stage. Can I get help with the sample? If that's okay if you don't want to.
Edit: I forgot the file name, l_bell_s.xbx

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Posted: Thu Jul 01, 2021 5:00 pm
by shakotay2
I don't owe that game so have no idea what this is: "Bellwood stage" - you need to find it for yourself.
Read here:
shakotay2 wrote: Wed Jan 13, 2021 3:35 pm
(Afair l_bell_d.xbx contains 21 models only, but not sure.)

I have no idea how many models are in l_bell_s.xbx and no time to check it, sorry.
Well, obviously that script will NOT work, "vaps" is missing at the beginning of the file. New script/research required.
(Or try to use hex2obj.)

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Posted: Thu Jul 01, 2021 6:16 pm
by lilyampykidYTXeNTaX
Okay, here we go! It's time to extract Goop.

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Posted: Thu Jul 01, 2021 8:22 pm
by shakotay2
whatever.

Using hex2obj with l_bell_s.xbx:
.
I_bell_s-xbx.png
You might be required to split the file into 2 parts at 0x5D76BD0 in a hex editor for older versions of hex2obj (supporting file sizes < 124 MB only).

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Posted: Thu Jul 01, 2021 8:31 pm
by lilyampykidYTXeNTaX
Thanks, it should work. I'll try to use Hexedit, but I'm not good at it so.
.

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Posted: Thu Jul 01, 2021 8:41 pm
by lilyampykidYTXeNTaX
Good news guys, I am going to make a PSP Ben 10 Vilgax Attacks Bellwood level textures mod, It will have XBox 360 textures. we'll see what they look like on them soon.

Re: How to Get Ben 10 Ultimate Alien: Cosmic Destruction Models

Posted: Thu Jul 01, 2021 9:34 pm
by shakotay2
do whatever you need to do, §$%&()?! double poster :D

Here's another Noesis script for .xbm files WITHOUT the vaps signature at file's beginning:
(don't forget to disable any other scripts handling .xbx files before using this one!)

Code: Select all

from inc_noesis import *
import noesis
import rapi

def registerNoesisTypes():
	handle = noesis.register("GetBen10-UA-CDM",".xbx")
	noesis.setHandlerTypeCheck(handle, noepyCheckType)
	noesis.setHandlerLoadModel(handle, noepyLoadModel)
	return 1
	
NOEPY_HEADER = "vap"

def noepyCheckType(data):
   bs = NoeBitStream(data)
   if len(data) < 3:
      return 0
   #if bs.readBytes(3).decode("ASCII") != NOEPY_HEADER:
   #   print("'vaps' not found!")
   #   return 0
   return 1  

def noepyLoadModel(data, mdlList):
	ctx = rapi.rpgCreateContext()
	bs = NoeBitStream(data)
	bs.setEndian(NOE_BIGENDIAN)
	#rapi.rpgSetOption(noesis.RPGOPT_BIGENDIAN, 1)

	addr=bs.tell(); addr1=0; cnt= 0
	#while addr != addr1 :
	while cnt < 6 :
		fileBuff = bs.data[addr:bs.dataSize]#todo: Size has to be reduced with each run
		addr1= fileBuff.find(b'\xA6\x06\x00\x01\x08')
		addr += addr1
		bs.seek(addr)
		offset= bs.tell()
		print("sig at:", hex(offset))
		bs.seek(-12, NOESEEK_REL)#
		# counts
		vCnt = bs.readUShort()
		bs.seek(6, NOESEEK_REL)# skip
		fCnt = bs.readUShort()
		bs.seek(2, NOESEEK_REL)# skip dummy word
		bs.seek(6, NOESEEK_REL)# skip signature
		bs.seek(21*16+12, NOESEEK_REL)# this offset may be different for other model files
		print("vCnt, fCnt", vCnt,fCnt)
		# 
		FVFsize = int(20)
		offset= bs.tell()
		VBSize = vCnt * FVFsize
		print(cnt, ". Verts at:", hex(offset), VBSize)
		VBuff = bs.readBytes(VBSize)
		#print(VBuff)
		rapi.rpgBindPositionBufferOfs(VBuff, noesis.RPGEODATA_FLOAT, FVFsize, 0)
		rapi.rpgBindUV1BufferOfs(VBuff, noesis.RPGEODATA_FLOAT, FVFsize, 12)
		bs.seek(16+8, NOESEEK_REL)
		offset= bs.tell()
		print("FIs at:", hex(offset))
		#return 1
		FBuff = bs.readBytes(fCnt*2)
		#print(FBuff)
		rapi.rpgSetOption(noesis.RPGOPT_BIGENDIAN, 1)
		rapi.rpgCommitTriangles(FBuff, noesis.RPGEODATA_USHORT, fCnt, noesis.RPGEO_TRIANGLE, 1)
		#rapi.rpgCommitTriangles(FBuff, noesis.RPGEODATA_USHORT, fCnt, noesis.RPGEO_TRIANGLE_STRIP, 1)
		material = NoeMaterial("mat%03i"%cnt, "")
		rapi.rpgSetMaterial(material.name)
		addr += 1; cnt += 1

	mdl = rapi.rpgConstructModel()
	mdlList.append(mdl)
	
	#rapi.rpgClearBufferBinds()
	return 1
Works with I_bell_s.xbx and the first 5 sub meshes only, so don't blame me (well, 2 of those 5 are bogus :eek: ).
Whoever wants to expand that script feel free to do so, I'm off for now...
.
5_sub_meshes_only_needs_(unfinished_script).png