myzinsky Posted August 31, 2003 Share Posted August 31, 2003 hi, how can i rip monkey island 4 models?? Link to comment Share on other sites More sharing options...
Benny Posted August 31, 2003 Share Posted August 31, 2003 You cant, we dont understand the format yet. You can rip the textures with EMI viewer. Link to comment Share on other sites More sharing options...
myzinsky Posted August 31, 2003 Author Share Posted August 31, 2003 where can i download this tool??? Link to comment Share on other sites More sharing options...
Benny Posted August 31, 2003 Share Posted August 31, 2003 http://gamefileformats.the-underdogs.org/files/emi-viewer-2.6.zip Link to comment Share on other sites More sharing options...
myzinsky Posted August 31, 2003 Author Share Posted August 31, 2003 thx it works, but how i can see the models :-( i can only see the textures i need models :-) Link to comment Share on other sites More sharing options...
john_doe Posted September 1, 2003 Share Posted September 1, 2003 We don't know the file structure of the models (yet). I examined them with my little 3d knowledge and found some useful information, but I really know too liittle about 3d stuff to actually do something useful with it. Link to comment Share on other sites More sharing options...
Alien426 Posted September 1, 2003 Share Posted September 1, 2003 Do you need it for Return Of The Tentacle? The freakin' measures to prevent someone from copying text suck ass and are waaaaay over-reacting and overweening. Link to comment Share on other sites More sharing options...
john_doe Posted September 1, 2003 Share Posted September 1, 2003 I fumbled around with some small files (the .meshb ones, they're used for static objects). This is what I've found out so far (contains many errors and wrong assumptions, though): definitons: vector3d = float x,y,z vector2d = float x,y string: long length byte*length string data start: string MeshName Name of the mesh vector3d u[4] unknown (maybe for collision detection) long numtex Number of textures used string texname[numtex] Texture filenames (incl. path information) long u unknown, is 0x13 in many files long numvert Number of vertices or similar vector3d vectors[numvert] Vertex data vector3d datda[numvert] unknown data (Vertex data and unknown data are 2*numverts*sizeof(vector3d) in size, maybe they're one block instead of two) byte size is numvert * 4 unknown [in manhole.meshb there are other values, seems to be 4 bytes per entry. maybe vertex lighting data (looks like RGBA color values)] long unknown count usually 0x02 repeated unknown count times { long id/flags usually 0x0304 long unknown usually 0x00 long faces Number of faces } vector2d texcoords[numvert] texture coords (one vector2d for each vector3d?) My 3d knowledge is at a bare minimum, so please excuse the lack of proper terms. Link to comment Share on other sites More sharing options...
john_doe Posted September 2, 2003 Share Posted September 2, 2003 An update. I've made a viewer for the static meshes (.meshb) which works with some of the files I tested except for one (see the text below). I hope I can figure out how to handle this one file and also enable texture support and export to other file formats (probably something easy, like text-only). definitons: ------------- vector3d = float x,y,z vector2d = float x,y string: --------- long length byte*length string data start: -------- string MeshName Name of the mesh vector3d u[4] unknown (maybe for collision detection) long numtex Number of textures used string texname[numtex] Texture filenames (incl. path information) long u unknown, is 0x13 in many files long numvert Number of vertices or similar vector3d vectors[numvert] Vertex data vector3d normals[numvert] Normal data byte size is numvert * 4 colormap [in manhole.meshb there are other values, seems to be 4 bytes per entry. maybe vertex lighting data (looks like RGBA color values)] vector2d texcoords[numvert] texture coords (one vector2d for each vector3d?) (--> here the difference with manhole.meshb starts, s.b.) long unknown count usually 0x02 repeated unknown count times { long id/flags usually 0x0304 long unknown usually 0x00 long facescount Number of faces word faces[facescount] the faces data } long end some end marker (maybe block id), 0x00 I examined bronzehat.meshb and hankey.meshb to find this out. Another file, manhole.meshb, is different - it only has one "object" (can't think of a better name atm) and doesn't work with these specs completely. manhole.meshb also has some more data at the end, probably for animation or similar. (Note: "Usually" means it's the same in all the files above I've checked.) Link to comment Share on other sites More sharing options...
Benny Posted September 2, 2003 Share Posted September 2, 2003 Wow fantastic stuff! Heh you really do work fast. Link to comment Share on other sites More sharing options...
myzinsky Posted September 2, 2003 Author Share Posted September 2, 2003 hi, my problem is: i cant speak english very well .... :-( i want to know: do you make a program with that i can see th models and i can make screenshots???? i need the models for "sherman toothrott" ( http://www.toothrot.de.vu/ ) this is the biggest fan adventure of monkey island ! Link to comment Share on other sites More sharing options...
john_doe Posted September 2, 2003 Share Posted September 2, 2003 I've finally found out the format of the "problem" mesh. Now my little tool can display all my test-meshes with a dummy texture. Next step is to implement the usage of the real texture and to test if it works with all .meshb files. Then I'll probably write an exporter for Wavefront (easiest 3d format I know). I didin't look at the .animb files yet but I guess they're much harder for me to do as they contain animation stuff etc. and I know next to nothing about that. Link to comment Share on other sites More sharing options...
Benny Posted September 2, 2003 Share Posted September 2, 2003 Excellent! I cant wait for that. As a totally neutral party, with no vested interests at all I think you should move onto tiles next Link to comment Share on other sites More sharing options...
myzinsky Posted September 2, 2003 Author Share Posted September 2, 2003 o hope thet i have understood what yo have sayd :-) (bad english im from germany LOL ) can you send me the tool???? myzinsky@web.de Link to comment Share on other sites More sharing options...
john_doe Posted September 3, 2003 Share Posted September 3, 2003 @myzinsky: The tool is not done yet. (Das Programm ist noch nicht fertig. Ich bin noch am rumbasteln, dürfte aber bald soweit sein daß man wenigstens Screenshots machen kann, falls das hilft.) Link to comment Share on other sites More sharing options...
myzinsky Posted September 3, 2003 Author Share Posted September 3, 2003 (ah ok kannst dich ja dann melden!!!) i need this toool _:-) Link to comment Share on other sites More sharing options...
john_doe Posted September 3, 2003 Share Posted September 3, 2003 The tool is almost done, now it can open the meshes directly from Emi bundles and it also uses the textures (even animated ones, though, only the first frame is used as of now). Benny, I'll have a look at the tiles, too, but first I want to figure out more about the anim format. It's not that complicated structure-wise, but it'll be hard to actually animate something with it (for someone who knows little about 3d coding and even less about maths ). Link to comment Share on other sites More sharing options...
Benny Posted September 3, 2003 Share Posted September 3, 2003 Heh you keep going, you're making great progress. I'm still looking at the tiles myself but i'm not really sure about the co-ordinates and stuff, they seem very dodgy when I try and draw them to screen. They must be relative to something like you suggested. I'll keep messing with them then hopefully you wont need to look at them Link to comment Share on other sites More sharing options...
myzinsky Posted September 3, 2003 Author Share Posted September 3, 2003 john can you writ in german and english please :-) i can't understand all :-) Link to comment Share on other sites More sharing options...
john_doe Posted September 3, 2003 Share Posted September 3, 2003 Whee! I've now released the first beta. It still has some quirks and few meshes crash it but in general it mostly works. You can download it from here: gamefileformats.the-underdogs.org/files/emimeshviewer-0.1beta.zip @myzinsky: Ok. Also, die Beta-Version vom Programm ist fertig. Download-Link siehe oben. Es dürfte einfach zu bedienen sein: File->Open bundle... öffnet eine .m4b-Datei (auf der CD). Danach aus der Liste rechts unten ein Mesh auswählen und doppelklicken. Screenshots kann man jedenfalls schon machen, Export kommt später. Link to comment Share on other sites More sharing options...
Benny Posted September 3, 2003 Share Posted September 3, 2003 Excellent, let the testing commence! Link to comment Share on other sites More sharing options...
Benny Posted September 3, 2003 Share Posted September 3, 2003 I'll report any bugs I find, I think you know about them already though. Using artall.m4b: fx\screen1.meshb produces the 'texture not found' and 'unsupported texture warnings' ('zu wenig arbeitsspeischer'?) but also every time the mouse moves over the model display window, it produces what looks like an access violation (I cant tell for sure because its in German) After the access violation when you then select a valid mesh the textures are white, if you click again the normal textures are displayed. When you minimise or the window goes out of focus, the model doesnt display again until you do a mouseover. So thats just a case of using OnPaint() or its gl equivalent I presume. Some models appear to have too few polygons, especially on the faces. For example cla_low and nav_low. [Edit] since its _low in the filenames this is probably correct. Great work though, its really good Just out of curiosity, what other games are you planning to support in your resource viewer besides EMI and Grim? Oh and Gabez was going to post about this on The Scumm Bar but I said it was better not to for this beta, otherwise you'd be barraged with bug reports. I hope thats ok? Link to comment Share on other sites More sharing options...
myzinsky Posted September 4, 2003 Author Share Posted September 4, 2003 sau geil!!! nur jezt müsst emna wie in poser das model bewegen können!! :-) Link to comment Share on other sites More sharing options...
john_doe Posted September 4, 2003 Share Posted September 4, 2003 Yes, the meshes in the fx folder don't seem to work correctly. Don't know yet why. I know about the "screen refresh" problem but forgot to mention it in the readme. I don't know why this happens - I have a Paint call when it's needed (after loading and in FormPaint). I even call the MouseMove even but doesn't seem to work. And I want to add support for other bundle-based games as well in my viewer (like Outlaws etc.). I just thought of it and am not sure if it really gets done, but it wouldn't be that hard since I'd just need to create a new bundle-class for the bundle format and the viewers for the textures and stuff. Still not sure, though, EMI and Grim are more important for me. Currently I'm looking into the animation stuff but it's hard as hell. I know EMI uses a skeleton-based animation system using quaternions for rotations...but that's it. I tried to load a skeleton file (.sklb) and display it over the mesh but the bones didn't look to be at their right position. And there's really not much info about this topic on the net (just very game specific stuff)... Link to comment Share on other sites More sharing options...
myzinsky Posted September 4, 2003 Author Share Posted September 4, 2003 nur jezt müsst emna wie in poser das model bewegen können!! Link to comment Share on other sites More sharing options...
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