![]() You are going to have a lot of faces problems, like messages of face erros because some vertices are "missing", and some other faces are going to be clearly wrong, wich can be fixed in a 3d program, like blender. Then, to find the faces, go to the part that have a sequence of _ _ 00 _ _ 00 _ _, and follow the same steps made with vertices. ![]() To find what to put in Offset, copy the "coordinate" of the byte that seems to be the byte you want and paste as DEC, after it, check in the text tab if it is a mess, if so, just add 1 to the number you put in offset and the value to put on Count, just put a value that end at the start of a new "description" But I'll give some tips to extract it.(I'll exemplify with FC3S_FBumper_amemya_02)įirst, you will need the vertices, that can be found on the "dense" part of the file. So, I tried to extract some car models and found that their vertices are sometimes separate by a "desciption", wich is a problem for Model Researcher, so you can have some problems with cars. ![]() What I found is that the vertices content is divided in three blocks: 12 bytes of mesh/12 bytes of a "3D UVMap"/12 bytes of a sphere, and it repeats in the entire file In order to get the mesh, you will need to put these values on Model Researcher: If you extract the xaf file from Arcade Stage 4, it you give you a bunch of files.The useful files are: CHARACTERNAME.efo and CHARACTERNAME_texture.efo(this is the file to use xripper) 3D Model Researcher to get the mesh (I recommend this tutorial to understand the program: ) X-Ripper program to extract textures ( ) To extract the models the way I did, you will need: I had success on extracting textures and models manually from Arcade Stage 4, with those I've made some Playermodels for Gmod, like this one. xaf volume information -īody size : 389384192 bytes ( 190129 sectors) Here is some infor on the xaf with the program executed: each file is signed by who compiled it and has a email address, i won't post it here and i won't contact him as i doubt very much he will give me the sdk or any info on it. ![]() The dlls also point to some sort of SDK called "Tea SDK" and that's where the yabukita object is referenced from, and all the other references, there is heaps. There is a Id5 dump on the net (linux game) contains a file called xafMaker.exe, there are dll files with it as well, but each game has newer versions and the exe does not work with those, anyway, extracting the XAF, gives. (Linux) (i know it's not a linux game nor am i trying to make it one.)ĮDIT, found some more interesting things, xaf file type used in the game (based on ACROBATA_PATCH.xaf (ID8)) I too am after images, not the models but the actual files to convert id6/7/8 to English. The other files in the package which has YABX header is still not openable. I can only open the cube.efo with this script. I was not able to find the offset at the beginning of the file to these blocks, I can not understand where they can be in *. efo, who knows how to handle hex, I will be glad to any help and advice in search of the necessary displacements and decoding of the structure.Ĭurrently, the script reads only files containing single models (not group models) I could not fully understand the structure. This script works with InitialD Extreme Stage/ InitialD Arcade Stage 6AA / InitialD Arcade Stage 7AAX and InitialD Arcade Stage 8 Infinity with *.efo containers that contain meshes and textures.Īt the moment the script does not work correctly, it reads not the hex offset in the files but it looks for the content labels I tried to write a script on Noesis, and I have some success, but the script contains a lot of mistakes. Blackracer wrote:Hi guys, I have not been here for a long time, there was a problem with my hardware iMac ))
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