Marvel Ultimate Alliance 2 .DAT

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
andyos
Posts: 3
Joined: Sun Jun 26, 2016 1:20 am

Marvel Ultimate Alliance 2 .DAT

Post by andyos »

sorry I know que there is already a topic
but it is still impossible to Obtain the 3D model by bms script
just using hex2obj tool that i does not use
you can create a bms script to extract the 3d model for Blender or 3ds max
watching the Luigi scripts results error not extract



http://www.mediafire.com/download/75qt9 ... 000000.igz
http://www.mediafire.com/download/zmiz4 ... 000001.dat
http://www.mediafire.com/download/34jn4 ... 000002.dat
http://www.mediafire.com/download/p5ow0 ... 000003.dat
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: Marvel Ultimate Alliance 2 .DAT

Post by Acewell »

similar research thread here
http://forum.xentax.com/viewtopic.php?p=112033#p112033

first of 3 submeshes in your 000000003.dat sample
Image

h2o files

Code: Select all

0x1C40C 13782
Vb1
40 16
0x4 2893
120100
0x0 255

Code: Select all

0x33458 8488
Vb1
40 16
0x22FB8 1668
120100
0x0 255

Code: Select all

0x3B668 1798
Vb1
40 16
0x376A8 408
120100
0x0 255


there is a table in the 00000000.igz file with offsets and lengths
big-endian byte order
0x2457 - 3 bytes - length of vertex block for 1st submesh
0x2461 - 3 bytes - start address of vertex block for 1st submesh
0x2465 - 3 bytes - length of face indices for 1st submesh (divide by 2 to get num faces)
0x2469 - 3 bytes - start address of face indices for 1st submesh
0x2473 - 3 bytes - length of vertex block for 2nd submesh
etc

those lengths and addresses actually start with either 00 or 02
00 represents a length
02 represents an address

:D
andyos
Posts: 3
Joined: Sun Jun 26, 2016 1:20 am

Re: Marvel Ultimate Alliance 2 .DAT

Post by andyos »

friend could give me the link extracted 3d model
ps I do not know how to use the tool Hexobj
Acewell
Posts: 706
Joined: Fri Aug 08, 2014 1:06 am

Re: Marvel Ultimate Alliance 2 .DAT

Post by Acewell »

here is obj of the 3 submeshes combined
00000003.zip


How to use the h2o files
1. copy the lines of each h2o code into a separate text file and save as somename.h2o, somename2.h2o and somename3.h2o
2. launch Hex2obj and open the model file 00000003.dat -"File>Open"
3. then go to "File>Open H2O" and select somename.h2o file
4. now go to "File>SaveAs mesh" and an obj with UVs is saved
repeat steps 3&4 for each h2o file
:D
andyos
Posts: 3
Joined: Sun Jun 26, 2016 1:20 am

Re: Marvel Ultimate Alliance 2 .DAT

Post by andyos »

Acewell wrote:here is obj of the 3 submeshes combined
00000003.zip

How to use the h2o files
1. copy the lines of each h2o code into a separate text file and save as somename.h2o, somename2.h2o and somename3.h2o
2. launch Hex2obj and open the model file 00000003.dat -"File>Open"
3. then go to "File>Open H2O" and select somename.h2o file
4. now go to "File>SaveAs mesh" and an obj with UVs is saved
repeat steps 3&4 for each h2o file
:D





thank you so much