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PostPosted: Sun Nov 15, 2020 4:41 am 

Joined: Wed Oct 21, 2020 9:24 am
Posts: 22
I'm trying to view the models but I'm having trouble trying to view them even when I go to other topics trying to solve this.

So to make things easier helping me figure out how to open Avalanche Software models. I'm going to explain how these files seem to work.


.vbuf and .ibuf are plain vertex/index data while the model is stored in .oct. the file may also have animations and other things stored in there. It's the same with .bent, .banm, .mer and .tup. source: https://forum.xentax.com/viewtopic.php?p=93154#p93154

Tried using the code that works for Disney Infinity and Toy Story 3 but it didn't work. Also tried using this to but that also didn't work unless I'm doing something wrong. source: https://forum.xentax.com/viewtopic.php?p=101169#p101169

Even when I used the updated method for Disney Infinity 3.0 it didn't work. Was getting the same issues as the others on the page. source: viewtopic.php?f=5&t=1686


I don't know what to do. Would appreciate it if someone can help me with this.


The files will be in this link if anyone wants to investigate: https://mega.nz/file/ygkFmayJ#3Ij0HjOsU ... M8xjtL-Y-c


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PostPosted: Wed Mar 10, 2021 7:15 am 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 537
You have to merge your IBUF and VBUF file then you can do this..
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Since them UV's looked kinda mysterious i decided to open it up and double check them. They are correct.
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His texture was in the .OCT file as a DXT5
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Final Result
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PostPosted: Sat Apr 10, 2021 7:05 am 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 537
How did you extract the contents of the .hog files :lol:


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PostPosted: Sat May 08, 2021 7:16 am 

Joined: Wed Oct 21, 2020 9:24 am
Posts: 22
DJ Normality wrote:
How did you extract the contents of the .hog files :lol:



Oh sorry I havent used this site in a few months but now I'm back on it.


I made a post asking people to help me extract the hog file for PS3 and PC because I don't know how to. Someone helped me extract the files using the code for 25 to life. It works for the PS2 version but not for PC until I edited this one line. It works for PS2 and PC but not PS3 since it is apparently encrypted. You can find it here viewtopic.php?f=9&t=14362


Also how did you figure out how to view the models using model resource with hex. I've been trying to learn how to view models using hex and such but can never do it. Even when I used the tutorials on Xenhax I still don't get it and can't find resources to help me learn how to do it. Can you provide some links so I can know how to do this stuff well and ask people less to help me figure out how to view in hex or anything?


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PostPosted: Tue May 11, 2021 2:41 am 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 537
Hey I just been doing so many i could see the patterns. No real way to explain. I did manage to convert all the textures and export the raw data from that script. Thanks for sharing the link. As for the models this is all I know unless someone can make a importer. I don't skills in the department. :cry:


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PostPosted: Tue May 18, 2021 3:26 am 

Joined: Wed Oct 21, 2020 9:24 am
Posts: 22
DJ Normality wrote:
Hey I just been doing so many i could see the patterns. No real way to explain. I did manage to convert all the textures and export the raw data from that script. Thanks for sharing the link. As for the models this is all I know unless someone can make a importer. I don't skills in the department. :cry:



I see, well thank you very much. But are you sure their isn't a way to explain it or give me some things that helped you out when you first started. If you can show or tell whatever you used to get started view models in hex or whatever that would be appreciated.


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PostPosted: Tue May 18, 2021 5:31 am 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 537
PT1
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I will start will this one.
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Here is the ibuf. This is indices. Face buffer.
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Here is the vbuf. This is vertices. Vertex buffer.
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I put a gap of 00's at the end of the vbuf before i paste in the ibuf.
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Save your file as "FULL"
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When you 1st open the file it will look like this.
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Scrolling through the document
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If you scroll down you will start to see patterns of data.
(This takes time there is no method I can explain)
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Here is a break in the data. The FF FF FF FF is a distinctive mark but the values 3F 3E BE BF. These are float values.
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If you put them all like this and try to render it. You'll see it will have errors.
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There is something here but its not right.
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So if we pad or stide the vertex to 36. Then we start to get some much better looking data.


Last edited by DJ Normality on Tue May 18, 2021 5:36 am, edited 2 times in total.

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PostPosted: Tue May 18, 2021 5:32 am 

Joined: Tue Jul 24, 2018 8:52 am
Posts: 537
PT2
And now our 3D view.
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I dont know our full counts so I will just guess and I can usually find this by scrolling through the data.
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I set my count to 8000 and tick the info box. This is only in the paid Pro version.
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I noticed i still wasnt at the end so i adjusted until i got to my ibuf. Notice my gap of 00's here.
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Now if we hit render we can see something here.
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Faces tend to always start out 00 01 00 02 00 03. I have seen times were it was 00 02 00 06 00 09.
Its just all something you need to look at visually.
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If we adust counts to the end we can see this is it. Fingers crossed :D
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We have a heliocopter. Seems there is some more faces. Maybe in another .ibuf file?
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UV's are always the same count as vertex. I took a guess on these. Since were working with Floats. Our UV's will be Half-Floats.
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Here is the vertex preview. To get the padding all I did was adjust the stride until the data lined up with the vertex.
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Now tick polygons and view uv's to see a full uv map.
This one is tricky since we have something blocking it the same way was Bolt was. Think this is the "shadow" mesh.
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When everything is at this point click File. Save OBJ. Then open in your 3D software.
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I opened it here to check everything. Seems for my tutorial I chose one that has some issues.
Hope this helps.


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