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s4 League the mystery of opening models

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Old   #1
 
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s4 League the mystery of opening models

Hi everyone,
I have recently gotten into working with 3D models and I'd like to make a life sized model of the crow CS for a friend. The problem is I can't find any program that can open the scn files that I extracted with the resource tool. The S4 League model files are all identifiable by their first 8bytes (0x010000007AD57862 )zxb, but everything after the header section looks like a jumbled mess to me. It's filled with various symbols and signs that make it appear as though I'm using the wrong encoding when viewing the file. When you check the encoding type by issuing the "file -i counter_crow_l.scn" command it says its a binary octet file rather than being something common like ANSI/ASCII for a ".obj" file. I've already spent countless hours attempting to figure this out and I really need some help.

I've included a zip file that contains both the left and right component of the Crow CS.

Help me bring the S4 models to life
Attached Files
File Type: rar counter_sword_models.rar (70.9 KB, 126 views)



363585 is offline  
Old 07/13/2014, 23:06   #2
 
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Quote:
Originally Posted by 363585 View Post
Hi everyone,
I have recently gotten into working with 3D models and I'd like to make a life sized model of the crow CS for a friend. The problem is I can't find any program that can open the scn files that I extracted with the resource tool. The S4 League model files are all identifiable by their first 8bytes (0x010000007AD57862 )zxb, but everything after the header section looks like a jumbled mess to me. It's filled with various symbols and signs that make it appear as though I'm using the wrong encoding when viewing the file. When you check the encoding type by issuing the "file -i counter_crow_l.scn" command it says its a binary octet file rather than being something common like ANSI/ASCII for a ".obj" file. I've already spent countless hours attempting to figure this out and I really need some help.

I've included a zip file that contains both the left and right component of the Crow CS.

Help me bring the S4 models to life
Use the multiclient or a bypass and try a ripper, easier way and you'll get the textures right away, with anchor points.


Btw. look up this guy, did some high detail cosplay stuff:


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Old 07/14/2014, 00:34   #3
 
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you can open obj files with this program
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Old 07/14/2014, 02:09   #4
 
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Quote:
Originally Posted by mipez View Post
Use the multiclient or a bypass and try a ripper, easier way and you'll get the textures right away, with anchor points.


Btw. look up this guy, did some high detail cosplay stuff:
I was really hoping to figure out a way to convert scn files to obj, I heard about rippers during my searches, but it's such a waste to have all the original files right in front of you and not to even try and figure out the mystery. I'll hold out for another week and then if it seems hopeless I'll use a ripper.

By the way that cosplay stuff was really cool

Barti a user from XENTAX was working on the following Max Script to try and pull the models out at one point...but the OP user the a ripper too. Maybe someone can help me get the following script running, I'll install 3ds max today.


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Old 07/14/2014, 02:42   #5
 
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The scn files do not support ripping. You can normally only view them. It's not wonder people have a hard time with alpha particles and the texture.
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Old 07/14/2014, 03:38   #6
 
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Quote:
Originally Posted by Neyil View Post
The scn files do not support ripping. You can normally only view them. It's not wonder people have a hard time with alpha particles and the texture.
Rippable via DirectX.
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Old 07/15/2014, 01:52   #7
 
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Hey the Max script is working for certain models, I fixed the syntax issues on the old script I posted and I was able to pull out the 3d model for "sword.scn". It's going to take me a while to figure out more complex models like the crow CS though. It's composed of 4 parts for the primary hand...

and how do you rip the models with directx? can it be done offline?

Anyways, I've attached a screenshot of the 3D model exported as a obj to Maya from 3ds Max.
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File Type: jpg S4 Sword.jpg (13.0 KB, 193 views)
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Old 07/15/2014, 10:09   #8
 
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There are other ones, but this one did quite well so far.
And you have the game to be running, it rips via the RAM.
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Old 07/15/2014, 13:23   #9
 
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The thing is if you're wanting to modify it you can't with ninja ripper because you can't import modified files back.
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Old 07/15/2014, 13:32   #10
 
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Quote:
Originally Posted by Neyil View Post
The thing is if you're wanting to modify it you can't with ninja ripper because you can't import modified files back.
ORLY!
OOOOOOOORRRRRRRRRRRRLLLLLLLLLLYYYYYYYY!

Read the thread.
Check the content.


This isn't about importing. A Ripper is for ripping. He wants the model.


Idot.
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Old 07/16/2014, 05:48   #11
 
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It's working! I remade the maxScript and I was able to pull the first part from the Crow CS SCN file. If I can pull at least 3 models from the resource folder I think I might be able to make a standard method for extracting the models. It's cool because we can get meshes and animation too

Here's the code, not yet optimized forall models:
Code:
fSCN = getOpenFileName caption:"Choose Model File:" \
types:"S4League Models (*.scn)|*.scn|"

if fSCN != undefined then
(
   f = fopen fSCN "rb"
   clearlistener()

   Face_array=#()
   Vert_array=#()
   UV_array=#()
   
   fseek f 8 #seek_set --position of model name
	print("Model name location: " + ftell(f) as string) --just a debug line to see file pointer position
   modelName = readstring f --gets model name
   print ("Model Name = " + modelName)
   print("Position after model read in: " + ftell(f) as string)--just a debug line to see file pointer position
   fseek f 841 #seek_cur --moves to the submesh. Varies in different files :P
   
	--section represents the irst iteration of the loop _________________________
	  print("Submesh location: " + ftell(f) as string);
      submeshName = readstring f
	  modelName = readstring f
	  print(submeshName) --just a debug line to see file pointer position
	  print(modelName) --just a debug line to see file pointer position
	  print ("location after both mesh read: " + ftell(f) as string)
	  
      fseek f 2140 #seek_cur --moves to the section containing data
	  print("garbage: " + ftell(f) as string);
      garbage = readlong f #unsigned --there's always a stupid garbage variable in front of the vertices value (maybe its a flag)
      print ("\tGarbage: " + garbage as string)
	  print("Vertices location: " + ftell(f) as string); --prints location of vertice value in file
      count = readlong f #unsigned --stores amount of vertices
      print("\tVertices: " + count as string)
      for x = 1 to count do
      (
         vx = readfloat f
         vy = readfloat f
         vz = readfloat f
         append Vert_array[vx,vy,vz]
      )
	
      count = readlong f #unsigned
      print("\tFaces: " + count as string)
      for i = 1 to count do
      (
         fa = readshort f #unsigned
         fb = readshort f #unsigned
         fc = readshort f #unsigned
         append Face_array[fa+1,fb+1,fc+1]
      )
         
      count = readlong f #unsigned
      print("\tNormals: " + count as string)
      for i = 1 to count do
      (
         nx = readfloat f
         ny = readfloat f
         nz = readfloat f
      )

      count = readlong f #unsigned
      print("\tUVs: " + count as string)
      for i = 1 to count do
      (
        tu = readfloat f
        tv = readfloat f
        append UV_array[tu,1-tv,0]
      )
	
      fseek f 12 #seek_cur
      str = readstring f
      fseek f 73 #seek_cur
      str = readstring f
      b = readbyte f
      fseek f 1420 #seek_cur -- I need to find the size of this block, it seems to change between submeshes
      fseek f 48 #seek_cur
	  
	  print("current position after iteration: " + ftell(f) as string)

      msh = mesh vertices:Vert_array faces:Face_array name:submeshName
      msh.numTVerts = UV_array.count
      buildTVFaces msh
      for j = 1 to UV_array.count do setTVert msh j UV_array[j]
      for j = 1 to Face_array.count do setTVFace msh j Face_array[j]
      free Face_array
      free Vert_array
      free UV_array

   gc()
   fclose f
)
Here is an image of the piece I was able grab from the SCN:
Attached Images
File Type: jpg P1_crowCS_rip.jpg (15.1 KB, 181 views)
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Old 09/10/2014, 22:24   #12
 
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So, first of all...HOW THE HELL CAN I USE THIS CODE?! XD And second of all...Theres no second of all :I But I thing you got the message. If you can answer me it would be awsomwe (or pm its the same thing for me )
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Old 09/11/2014, 17:04   #13
 
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Ok, the only person who can open all of the models, is Seyren (from XeNTaX). His aeria forum name is SeyrenWindsor. Don't try to ask him for the script, he won't give it. But he has a topic in XeNTaX about this. I think I'm not allowed to share the link here but you can find the topic by google.

And about this;

Quote:
Originally Posted by 363585 View Post
It's working! I remade the maxScript and I was able to pull the first part from the Crow CS SCN file. If I can pull at least 3 models from the resource folder I think I might be able to make a standard method for extracting the models. It's cool because we can get meshes and animation too

Here's the code, not yet optimized forall models:
Code:
fSCN = getOpenFileName caption:"Choose Model File:" \
types:"S4League Models (*.scn)|*.scn|"

if fSCN != undefined then
(
   f = fopen fSCN "rb"
   clearlistener()

   Face_array=#()
   Vert_array=#()
   UV_array=#()
   
   fseek f 8 #seek_set --position of model name
	print("Model name location: " + ftell(f) as string) --just a debug line to see file pointer position
   modelName = readstring f --gets model name
   print ("Model Name = " + modelName)
   print("Position after model read in: " + ftell(f) as string)--just a debug line to see file pointer position
   fseek f 841 #seek_cur --moves to the submesh. Varies in different files :P
   
	--section represents the irst iteration of the loop _________________________
	  print("Submesh location: " + ftell(f) as string);
      submeshName = readstring f
	  modelName = readstring f
	  print(submeshName) --just a debug line to see file pointer position
	  print(modelName) --just a debug line to see file pointer position
	  print ("location after both mesh read: " + ftell(f) as string)
	  
      fseek f 2140 #seek_cur --moves to the section containing data
	  print("garbage: " + ftell(f) as string);
      garbage = readlong f #unsigned --there's always a stupid garbage variable in front of the vertices value (maybe its a flag)
      print ("\tGarbage: " + garbage as string)
	  print("Vertices location: " + ftell(f) as string); --prints location of vertice value in file
      count = readlong f #unsigned --stores amount of vertices
      print("\tVertices: " + count as string)
      for x = 1 to count do
      (
         vx = readfloat f
         vy = readfloat f
         vz = readfloat f
         append Vert_array[vx,vy,vz]
      )
	
      count = readlong f #unsigned
      print("\tFaces: " + count as string)
      for i = 1 to count do
      (
         fa = readshort f #unsigned
         fb = readshort f #unsigned
         fc = readshort f #unsigned
         append Face_array[fa+1,fb+1,fc+1]
      )
         
      count = readlong f #unsigned
      print("\tNormals: " + count as string)
      for i = 1 to count do
      (
         nx = readfloat f
         ny = readfloat f
         nz = readfloat f
      )

      count = readlong f #unsigned
      print("\tUVs: " + count as string)
      for i = 1 to count do
      (
        tu = readfloat f
        tv = readfloat f
        append UV_array[tu,1-tv,0]
      )
	
      fseek f 12 #seek_cur
      str = readstring f
      fseek f 73 #seek_cur
      str = readstring f
      b = readbyte f
      fseek f 1420 #seek_cur -- I need to find the size of this block, it seems to change between submeshes
      fseek f 48 #seek_cur
	  
	  print("current position after iteration: " + ftell(f) as string)

      msh = mesh vertices:Vert_array faces:Face_array name:submeshName
      msh.numTVerts = UV_array.count
      buildTVFaces msh
      for j = 1 to UV_array.count do setTVert msh j UV_array[j]
      for j = 1 to Face_array.count do setTVFace msh j Face_array[j]
      free Face_array
      free Vert_array
      free UV_array

   gc()
   fclose f
)
Here is an image of the piece I was able grab from the SCN:
Good job, I don't know about MaxScript but I know it's not easy.
Keep going


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3d, models, s4 league, scn



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