Quote:
Originally Posted by jenny1367
Hi, seems like the newest game files were updated to v0.5, is it possible to give a crack at it>< here is a sample file
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Thanks for the considerate replies :) The new KOM files can now be extracted using the latest version of the extractor.
Quote:
Originally Posted by monakochan
The .x files don't display any models when opened. I've tried using PMX Editor and other .x file programs I found online, and they all indicate that the files are invalid. I've checked the letter of the .X file to lowercase and tried all the files, but they still appear blank. The file sizes seem normal, ranging from 20KB to over 5000KB. I'm not sure if this issue is related to the recent updates. >< I apologize for any inconvenience caused, and I hope this kind of question doesn't add pressure to you. Thank you for your hard work!
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First of all, it is not related to the newest KOM version. This issue occurs, because the naming system of KOG is not normalized. .X and .Y files can both either be actual DirectX9 .X files or another custom KOG skin/animation format. You can determine this by opening the file in a hex editor. Seeing the file start with "xof" will mean that it is a directX file that you can open with some X file viewers (90% of X file viewers are absolutely bad at opening these files, because they only implement the common ways .x files are structured, or because the parsing algorithm is wrong (looking at you, blender .x importer). To view and convert the .x files to a less dusty format I recommend either Automapki or Assimp(?)) or the file starts with "KSM", meaning its a custom KOG file format, which currently it is not in my priorities to work on, but it's on my list.
Quote:
Originally Posted by lucas111213
Can you make a Kom extractor for GrandChase Classic? It uses kom V1.0
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No