Alright, I found most of the xor strings, animations work fine with corresponding models, so for example Hero "Celine" with codename "elfarcher":
-"elfarcher", "elfarcher_c1", "elfarcher_c2" goes with animations in "anim_elfarcher" (_c# suffix is just color variant of main model).
-"elfarcher_s1" goes with animations in "anim_elfarcher_s1" etc..
The only thing is Blender sucks at fbx import (at the moment).
Please help me find the ones I could not find.
Copy paste the attached tab limited csv file in your spreadsheet program of choice, Calc or Excel, to see which I could not find.
Edit: colums of csv are:
sorted_by_xor_prefix, file, size, xor_prefix, xor_code, xor_found, xor_not_found, character
Edit 2020-04-14 12:46: I should not bash on Blender, it's an awesome free opensource program!
I used the newest version of AssetStudio.x64.v0.14.38 => https://ci.appveyor.com/project/Perfare ... /artifacts
In AssetStudio > "Options" > "Export Options" > set "FBXversion" to 7.5.
Now animations import correctly in Blender!
[PC] Hyper Universe Online
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Re: [PC] Hyper Universe Online
Thank you so much for sharing that spreadsheet joeyq1! I was about to go crazy trying to identify the characters key one by one.
How did you managed to import the FBX animations into blender? I can import a FBX with armature no problem but If I import an animation some weird stuff starts to happen.
Looks like the animation is separated from the armature and its looks like is just some "plain axes" moving around. I tried that trick to select fbx 7.5 in the unity asset exporter, with that I got some error while importing.
How did you managed to import the FBX animations into blender? I can import a FBX with armature no problem but If I import an animation some weird stuff starts to happen.
Looks like the animation is separated from the armature and its looks like is just some "plain axes" moving around. I tried that trick to select fbx 7.5 in the unity asset exporter, with that I got some error while importing.
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- Joined: Thu Jun 02, 2016 4:36 pm
Re: [PC] Hyper Universe Online
Tutorial for the noobs like me:
Requirements:
-Python 3.x installed, I'm doing this with python 3.4 => https://www.python.org/downloads/
-AssetStudio.x64.v0.14.38 => https://ci.appveyor.com/project/Perfare ... /artifacts
-Blender 2.79 or 2.8x, I'm using Blender 2.82 for this => https://www.blender.org/download/
-Disk Space of at least 6.32 gb (the game of 3GB plus decrypted copies of encrypted files).
-Full game (3GB), thanks to kurupeko100 for providing this on post 9 of this thread => https://drive.google.com/file/d/1UfnU6F ... 4oHm0/view
-A small python script and text file provided in "hyperuniverse.zip" file in the attachment of this post.
1. Unpack full game "HyperUniverse.rar" in folder with not so long folder path just in case, I'm doing this f.e. in "D:\projects\games\HyperUniverse".
2. Go into folder "D:\projects\games\HyperUniverse\HyperUniverse\HyperUniverse_Data\0000" and extract files "hyperuniverse.py" and "hyperuniverse.txt" from ""hyperuniverse.zip" attached in this post.
3. Open "hyperuniverse.py" and run (shortcut F5) with python 3's own IDLE or other IDE of preference.
It reads the tab seperated csv file "hyperuniverse.txt" and copies and converts the files in "0000" folder where I did find the xor string and puts them in handy separate sub folders in "D:\projects\games\HyperUniverse\HyperUniverse\HyperUniverse_Data\0000", where models and corresponding animations are put together.
It also moves the encrypted files I could find the xor string to folder "0000\succes_original", leaving all the files I couldn't succesfully find in folder "0000" (at the moment 83 unfound xor strings).
The decrypted files are named after the xor string and it also renamed the cab-xxxxxxx inside the files for easier navigation in AssetStudio, don't know if that screws up the files, I haven't had any trouble with it.
This script takes in my case 15 seconds.
4. Run "AssetStudioGUI.exe" in AssetStudio, File > Load folder and browse to sub folders of folder "0000" to choose a desired hero, I'll take "Tatyana" c0 (main costume) as an example.
5. Go to Asset List Tab and press type column to make sure you get all the "Animation Clips", then shift select them. Make sure you don't accidentally also select an Animator file, cause that sometimes caused an error for me.
6. Go to Scene Hierarchy Tab and select bazooka + sign (or bazooka_c1 or bazooka_c2), then "Bazooka", if sub node has "Bip001" then you're good to go.
7. Select "Model" > "Export Selected Objects + Selected AnimationClips", press Select Folder. If everything goes right AssetStudio opens a a window to the exported files.
8. Open Blender, as of this writing I'm using blender 2.8, but I tested 2.79 and that's also fine.
File > Import > FBX (.fbx). Copy paste window address that AssetStudio so conveniently opened for you, press enter.
doubleclick Bazooka.fbx and viola, imported into blender.
The Armature object's scale is 0.011 so in 3D View Editor, go to transform tab and press backspace shortcut on one of the scale value to set all scale to 1.
End of tutorial
Thanks to kurupeko100, chrrox, gorodork, google and stackoverflow!
Requirements:
-Python 3.x installed, I'm doing this with python 3.4 => https://www.python.org/downloads/
-AssetStudio.x64.v0.14.38 => https://ci.appveyor.com/project/Perfare ... /artifacts
-Blender 2.79 or 2.8x, I'm using Blender 2.82 for this => https://www.blender.org/download/
-Disk Space of at least 6.32 gb (the game of 3GB plus decrypted copies of encrypted files).
-Full game (3GB), thanks to kurupeko100 for providing this on post 9 of this thread => https://drive.google.com/file/d/1UfnU6F ... 4oHm0/view
-A small python script and text file provided in "hyperuniverse.zip" file in the attachment of this post.
1. Unpack full game "HyperUniverse.rar" in folder with not so long folder path just in case, I'm doing this f.e. in "D:\projects\games\HyperUniverse".
2. Go into folder "D:\projects\games\HyperUniverse\HyperUniverse\HyperUniverse_Data\0000" and extract files "hyperuniverse.py" and "hyperuniverse.txt" from ""hyperuniverse.zip" attached in this post.
3. Open "hyperuniverse.py" and run (shortcut F5) with python 3's own IDLE or other IDE of preference.
It reads the tab seperated csv file "hyperuniverse.txt" and copies and converts the files in "0000" folder where I did find the xor string and puts them in handy separate sub folders in "D:\projects\games\HyperUniverse\HyperUniverse\HyperUniverse_Data\0000", where models and corresponding animations are put together.
It also moves the encrypted files I could find the xor string to folder "0000\succes_original", leaving all the files I couldn't succesfully find in folder "0000" (at the moment 83 unfound xor strings).
The decrypted files are named after the xor string and it also renamed the cab-xxxxxxx inside the files for easier navigation in AssetStudio, don't know if that screws up the files, I haven't had any trouble with it.
This script takes in my case 15 seconds.
4. Run "AssetStudioGUI.exe" in AssetStudio, File > Load folder and browse to sub folders of folder "0000" to choose a desired hero, I'll take "Tatyana" c0 (main costume) as an example.
5. Go to Asset List Tab and press type column to make sure you get all the "Animation Clips", then shift select them. Make sure you don't accidentally also select an Animator file, cause that sometimes caused an error for me.
6. Go to Scene Hierarchy Tab and select bazooka + sign (or bazooka_c1 or bazooka_c2), then "Bazooka", if sub node has "Bip001" then you're good to go.
7. Select "Model" > "Export Selected Objects + Selected AnimationClips", press Select Folder. If everything goes right AssetStudio opens a a window to the exported files.
8. Open Blender, as of this writing I'm using blender 2.8, but I tested 2.79 and that's also fine.
File > Import > FBX (.fbx). Copy paste window address that AssetStudio so conveniently opened for you, press enter.
doubleclick Bazooka.fbx and viola, imported into blender.
The Armature object's scale is 0.011 so in 3D View Editor, go to transform tab and press backspace shortcut on one of the scale value to set all scale to 1.
End of tutorial
Thanks to kurupeko100, chrrox, gorodork, google and stackoverflow!
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Re: [PC] Hyper Universe Online
I registered just to tell you thank you, seriously.
I've been looking for model rips of this game ever since it came out, it has been 3 years and when it got shut down I started losing hope, I even kept the game installed on my HDD just in case someone figured out how to rip the characters from it and thanks to the python script that joeyq1 posted I finally managed to get what I wanted.
thank you.
I've been looking for model rips of this game ever since it came out, it has been 3 years and when it got shut down I started losing hope, I even kept the game installed on my HDD just in case someone figured out how to rip the characters from it and thanks to the python script that joeyq1 posted I finally managed to get what I wanted.
thank you.
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- Joined: Thu Sep 17, 2020 9:32 am
Re: [PC] Hyper Universe Online
does anyone want to help in this forum? viewtopic.php?f=5&t=12516&p=58736#p58736 One Piece: Burning Will (航海王:燃燒意志) Unity3d File Help (android game), the problem is the same, encrypted files
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- Joined: Thu Mar 22, 2018 11:26 am
Re: [PC] Hyper Universe Online
If anyone wants the characters folder here you go:
http://www.mediafire.com/file/efgb0j7hp ... 1.rar/file
http://www.mediafire.com/file/bgmkcko72 ... 2.rar/file
The password is "gorodork"
http://www.mediafire.com/file/efgb0j7hp ... 1.rar/file
http://www.mediafire.com/file/bgmkcko72 ... 2.rar/file
The password is "gorodork"
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- Joined: Sat Oct 02, 2021 6:17 am
Re: [PC] Hyper Universe Online
With that confirmation you just need to copy again the result in the second step and paste it in the abf44, but there is a catch! Instead of 8 bytes you need to copy the first 10 bytes, xor them and paste it back! This would be the correct file:
I have a question, where did those last two digits come from?
I did not understand very well the penultimate step, if you could explain that part to me better please
I have a question, where did those last two digits come from?
I did not understand very well the penultimate step, if you could explain that part to me better please