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PostPosted: Thu Oct 20, 2016 9:23 pm 

Joined: Sun May 31, 2015 2:23 am
Posts: 354
Hey all, I really need help here. I need a noesis script that will let me view these files. I just need the geometry and UV's, the bones I don't care for if they're even there. I was hoping someone could put one together some time soon. There exists a wip maxscript for it, but it's not complete. I've included it just in case anyone needs it.

https://www.dropbox.com/s/i5vgxjpxitz63rz/Mesh.zip?dl=0


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PostPosted: Sat Oct 22, 2016 12:36 pm 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 625
made a Noesis python script to open your mes samples :D
Attachment:
fmt_SlyCooperThievesinTime_PSV_mes.zip [1.21 KiB]
Downloaded 175 times

supports geometry and UVs


Last edited by Acewell on Sun Oct 23, 2016 4:11 pm, edited 1 time in total.

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PostPosted: Sat Oct 22, 2016 3:47 pm 

Joined: Sun May 31, 2015 2:23 am
Posts: 354
Hey! Thanks a ton! This really helps me out a bunch!


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PostPosted: Sun Oct 23, 2016 7:35 am 
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Joined: Sat Sep 13, 2014 1:22 pm
Posts: 48
well ...

so impossible to unpack the All_Combined.san.cooked .....


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PostPosted: Sun Oct 23, 2016 10:07 am 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 625
what is the exact name of the game and which platform did these samples files come from?

Sly Cooper: Thieves in Time?
PSVita or PS3?


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PostPosted: Sun Oct 23, 2016 3:16 pm 
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Joined: Mon Sep 15, 2014 5:13 am
Posts: 39
The samples OP posted are from the vita version of the game but I don't think there's any difference between the console and handheld versions of the archive. I have here a bms script for it but it can't extract some archives because some contain more archives and I don't know much about bms to create a recursive function.


Attachments:
sancooked.rar [687 Bytes]
Downloaded 129 times
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PostPosted: Sun Oct 23, 2016 4:04 pm 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 625
i don't know anything about the archive but i found a thread on Xentax
about possibly the PS3 version models from "Sly Cooper: Thieves in Time".
the difference i see there is the extension and endianness between the samples
from o0DemonBoy0o's "othermodel.zip" upload which look identical to Doctor Loboto's.
i modified a separate version of my script for his samples too, i just need
confirmation about the game names and platforms before i bump that thread. :D

http://forum.xentax.com/viewtopic.php?f=16&t=11229
https://www.dropbox.com/s/rl1i3bd924b50 ... rmodel.zip


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PostPosted: Wed Oct 26, 2016 6:45 am 
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Joined: Sat Sep 13, 2014 1:22 pm
Posts: 48
sleepyzay wrote:
The samples OP posted are from the vita version of the game but I don't think there's any difference between the console and handheld versions of the archive. I have here a bms script for it but it can't extract some archives because some contain more archives and I don't know much about bms to create a recursive function.


thx you very much @sleepyzay for bms script.

and thx to u @Acewell for Noesis script.

to bad, some model can't open up with Noesis script...

anyways thx guys :)


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PostPosted: Mon Dec 02, 2019 5:35 pm 
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Joined: Mon Dec 02, 2019 4:30 pm
Posts: 2
Acewell wrote:
made a Noesis python script to open your mes samples :D
fmt_SlyCooperThievesinTime_PSV_mes.zip
supports geometry and UVs


Since I couldn't PM you directly, I had no choice but to bump this old thread.

I tried to use them to get to the PS3 .mes files, I kept getting errors:

Image

I was wondering if you'd be able to update the plugin or make a new one using the files from the PS3 version. I do have the files here for you to try with attached to this post. I also have a thread posted up on the vg-resource if you are active there as well. https://www.vg-resource.com/thread-36277.html

Thanks in advance if you decide to do this.


Attachments:
Sly Cooper Thieves in Time PS3 samples.zip [440.93 KiB]
Downloaded 6 times
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PostPosted: Fri Dec 06, 2019 10:01 am 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 625
your samples use an MEDG chunk header which might indicate edge indices.
i've never done anything with those before so i can not help you. :(

_________________
Quickbms.com link thread
Search bms scripts


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PostPosted: Sat Dec 07, 2019 8:57 am 

Joined: Wed May 23, 2018 1:00 pm
Posts: 85
Acewell wrote:
your samples use an MEDG chunk header which might indicate edge indices.
i've never done anything with those before so i can not help you. :(

Master, I also can't pm you, I made a thread last week, also fot python script, can you take a look, the thread is: ''python script for noesis"
Thanks


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PostPosted: Sat Dec 07, 2019 11:28 pm 
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Joined: Fri Aug 08, 2014 1:06 am
Posts: 625
sorry i don't really do model scripts any more, too busy with texture scripts. :)
i am only providing limited support for model scripts i already made.

_________________
Quickbms.com link thread
Search bms scripts


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PostPosted: Sun Dec 08, 2019 10:14 am 

Joined: Wed May 23, 2018 1:00 pm
Posts: 85
Acewell wrote:
sorry i don't really do model scripts any more, too busy with texture scripts. :)
i am only providing limited support for model scripts i already made.

Thanks for answering, do you know who can help?


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PostPosted: Tue Dec 10, 2019 4:50 am 
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Joined: Mon Dec 02, 2019 4:30 pm
Posts: 2
Acewell wrote:
your samples use an MEDG chunk header which might indicate edge indices.
i've never done anything with those before so i can not help you. :(


A devastating shame to hear, but thanks for replying, nonetheless.


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