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Re: Cabal Online File Format

Posted: Wed Sep 07, 2011 6:39 pm
by Rimbros
The point and the Imposible its since this game its in the Network nowhere can make a importer for .ECH files, this have all the armors stored on this format.

Re: Cabal Online File Format

Posted: Wed Sep 07, 2011 6:50 pm
by CriticalError
Rimbros wrote:The point and the Imposible its since this game its in the Network nowhere can make a importer for .ECH files, this have all the armors stored on this format.
well yes but maybe with structure of the file maybe can help with that, I leave here and maybe someone can try.

Re: Cabal Online File Format

Posted: Fri Oct 21, 2011 9:29 am
by Rimbros
Finally i understand nobody can keep out the models in .ech files, i am the only no leave this project, and..... :D
T pose models ripped out can be possible with gameassassin Tool. Dont Ask by bones or animations.

Image

This dont look like ¨T¨ its more like ¨I¨ Pose. :D

Re: Cabal Online File Format

Posted: Fri Oct 21, 2011 2:16 pm
by CriticalError
good job my friend, I am happy to continue with that, the truth is one of the few who remain with the project.

Re: Cabal Online File Format

Posted: Sat Oct 22, 2011 5:00 am
by finale00
Looks a little weird though, like he's stretched too much lol

Re: Cabal Online File Format

Posted: Fri Feb 10, 2012 12:44 am
by Rimbros
finale00 wrote:Looks a little weird though, like he's stretched too much lol
Yep, now i understand one think, .ECH files are containers and have something armors in each file, hope aluigui can made a bms script to keep out the files stored on this format, and u can take a view now with your new amazing skills, i remember you made the first post abouth this game and format years ago.

Re: Cabal Online File Format

Posted: Fri Feb 10, 2012 2:30 am
by finale00
Do the existing scripts support ECH? Or are they all EBM?

Re: Cabal Online File Format

Posted: Fri Feb 10, 2012 3:14 am
by CriticalError
finale00 wrote:Do the existing scripts support ECH? Or are they all EBM?
the script exist is for EMB.

EBM Script

Code: Select all

#locate first header
findloc RES_START string "X9?"
goto RES_START
savepos RES_START
math FILES += 0xFFF

for i = 0 < FILES
getdstring NULL1 0x14
get NSIZE short
getdstring NAME NSIZE
get SIZE long
savepos OFFSET
log NAME OFFSET SIZE
math RES_START += SIZE
goto RES_START
findloc RES_START string "X9?"
goto RES_START

next i
ECH Script (Waiting)

Re: Cabal Online File Format

Posted: Fri Feb 10, 2012 3:53 am
by finale00
Ok so an EBM file contains multiple meshes, presumably related (like all of a character's armor, etc).
ECH can probably just be parsed the same way.

I can look into it, but I've got several papers to write so maybe on sunday lol

Re: Cabal Online File Format

Posted: Fri Feb 10, 2012 4:31 am
by CriticalError
finale00 wrote:Ok so an EBM file contains multiple meshes, presumably related (like all of a character's armor, etc).
ECH can probably just be parsed the same way.

I can look into it, but I've got several papers to write so maybe on sunday lol
good to hear that my friend, but all in good time, one by one, I think that you should first focus on a single, once what he wanted out because it can proceed to the next, I speak from experience of work is not ripping games, but 3D modeling, graphic design, because it does not end and neither half is all, is only a recommendation not get me wrong.

Re: Cabal Online File Format

Posted: Fri Feb 10, 2012 6:50 am
by finale00
I don't see much of a point in just getting one mesh.
Unless you mean he is going to add it to a different game.

Re: Cabal Online File Format

Posted: Fri Feb 10, 2012 8:24 am
by Rimbros
Time ago yamachi made someting editor of textures and other thinks for cabal, btw he made a tool to made new weapons for cabal and expor from obj to ebm format, but he never made exporter for armors coz same he tell, armors are in .ech file an ech file its a container.

Re: Cabal Online File Format

Posted: Fri Feb 10, 2012 9:50 am
by finale00
I re-wrote the ebm importer in noesis cause I already had a plugin script for Sanae3D.
I opened ech and found that it's the same as the ebm format.

Ok, so I just added ".ech" to the plugin and it loaded up the models as expected.
And of course, I see that there are potentially dozens of armors in a single file.

Splitting it up becomes quite difficult for several reasons

1: It's the same as the ebm format. It defines all of the materials (could be 3, could be 20, could be 200), followed by all the textures, followed by bones, mesh, animation, etc.

2: You probably realized that all of the models use a base body, with just different meshes for the clothes (and consequently different material).

3: That blender script that has "selected meshes" feature. Does it work? Cause ech is no different from ebm.

http://db.tt/LSkR0GTc

Though the format is pretty much given, I still didn't load the animations/skeleton. Someone can always add it though..

Though I did find a couple ebm's that had different chunks and idstring...kind of weird. I'm not going to care much about it though. It's Object\Object\fearofd\fearofd_z2_fx_sand.ebm if anyone's interested.

Re: Cabal Online File Format

Posted: Sat Feb 11, 2012 6:00 pm
by Rimbros
simply amazing :eek: , thanks finally finale made the script for Noesis, of course like i said ech its multi-object container,

Image

and btw this have a trouble... the .py script load the whole .ech file and the problem its this, each armor have around 5 parts, if u export the .each file to every format you like you get this 5 parts are atached in 1 single object, then you not lose only the cuts, you lost also the maping.

Image

Really hope finale u can fix this bro. cheers. :bye:

Re: Cabal Online File Format

Posted: Sat Feb 11, 2012 7:23 pm
by finale00
Hmm that's interesting.
Anyways I'll look into loading them as separate models so you can just scroll through them.

Does it matter whether a single model is a full set (body, legs, arms, etc) or not?