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[request] 3DC files assist
Discussion on [request] 3DC files assist within the Shaiya Private Server forum part of the Shaiya category.
04/22/2012, 19:55
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#1
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[request] 3DC files assist
hello everyone
i really need to work with 3dc as we all know its complicated because its encrypted and all i want is someone to assist me with my projects from 3ds Max or Autodesk Maya i could convert them to 3dc but still there is alot of problems and i don't have time to decrypted so if there is someone want to assist me and we share the files just tell me here and i'll pm you.
if there is anyone need my help can ask me but dont use SKYPE!!
i wont answer
BTW not all of my projects are my made some of them from other games!!
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04/22/2012, 20:13
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#2
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I've spent a lot of time researching how to add 3D Models into Shaiya as new Gear, Weapons or Mobs/Bosses. There is currently only 1 Tool that can do it, and you have to purchase it to be able to save the files. The Tool is called 3D Object Converter.
The Developer of the tool, Karpati, has found a way to convert all kinds of 3D files into a Shaiya Compatible 3do files.
The program is free to download and use, but the save the converted files you need to register it, and it costs 40€/50USD to do that.
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04/22/2012, 21:27
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#3
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i did with this program and didnt work [ i got it cracked ]
i had 2 file types:
.x* directx file so i can import it to 3D canvas 7 and work with it but still didnt work
the file is 
.3DC* didnt work at all
the file is 
btw the 2 files are different the .x one is mob and the .3dc on is weapon
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04/23/2012, 07:03
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#4
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Didnt know the latest 3D OC Version is cracked already, I've sent a crack request on another Board together with the pre-release version of it I got from the Dev but the topic was dead.
If you could share it per PM I could probably try to figure out a way.
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08/12/2012, 03:43
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#5
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Well I got the program cracked also.. There are 2 types of 3DO that the program could save, and none of them could be working for shaiya. However, it can be opened with Shaiya Studio from Castor, but a blanc page with a blank table of the coordinates appear. I guess I am about to find something.
Also, I've found 2 other tools that can read all the extensions of the shaiya client. I am still trying to find a way to convert/reconvert and to edit also.
If I find anything more I'll tell you what. Good luck !
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03/28/2013, 10:51
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#6
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Have anyone the "3D Object Converter v5.001" and can tell me please, if this can realy handel the "Shaiya Online 3DO" file type?
I've tested it only with v4.8, it can convert the 3do files to any other format, but it doesnt convert other formats back to a 3do file who is comapatible with shaiya.
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03/28/2013, 12:07
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#7
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Quote:
Originally Posted by Mr.Gol
Have anyone the "3D Object Converter v5.001" and can tell me please, if this can realy handel the "Shaiya Online 3DO" file type?
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Yes, it does.
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03/28/2013, 12:30
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#8
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A bit old thread but the initial request is likely still valid.
Quote:
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we all know its complicated because its encrypted
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the .3DC, .3DE and .3DO files are all in "plain binary", not encrypted.
their formats are not publicly available from AE, Sonov, Nexxon, whoever; but we know all of them and I already publish them on the board.
Quote:
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There are 2 types of 3DO that the program could save
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Still, edition of the Shaiya 3D files with existing 3D tool is not possible.
The tool 3D object converter manages 2 of the 3 formats, it miss one and it is not able to manage .smod files that are just a set of several 3D files, with yet another format.
If you provide me 3D files with their format description (native desc. obtained from the 3D modeler or a "C struct" exported by the 3D Object Converter tool, I will certainly be able to code a tool to convert them to shaiya formats.
In a first time, files shall be understood and displayed by the shiaya clients, in second time 3D objects shall be compliant with shaiya constraints for their size and coordinates (for instance all objects used to draw a character (top, pants, ...) used the same coordinates box, they are not translated nor resized but simply draw together (a global transformation is done after that to take into account the char. size (one of the 4 values); so if a piece of gear is created it must be bounded by the required box.
Same thing for weapon, they must have a valid size but also the right offset to the hand, otherwise they will appear anywhere in the shape.
Edit:
I've checked the 2 files posted by Rockyx.
The .x file seems to be a .xof file. The xof format was used by its creator RenderMorphics Reality Lab, Microsoft acquired RenderMorphics in 1995 and their work became part of Direct3D. This one is in "xof 0302bin" format, as indicated in its header. I believe it's a generic format that can be saved as binary (like this one), in compressed binary ("xof 0302tzip"), or in plain text (format "xof 0303txt").
The .3DC file is yet another .3DC format, a lot of companies use the "3dc" extension but of course they are all different. Nothing to learn from this one.
Note that shaiya always store texture & meshs into different files, it looks like the 2 provided files contain both texture & meshs, in order to code a conversion tool, you have first to save the sole meshs in a specific file (plain text will be great for this tries) and the texture in a separate .DDS file.
2nd edit:
After tests, it appears that the version 5.001 of the  supports:
.3DO files: can be read & saved
.3DC files: episo 5+ files can be read, latest episo 6 files can not be read
.3DE files: can not be read (they are used for effects)
.smod files: can be read
the big weakness (for our needs) is the export capability, only the .DO files (used for weapons) can be saved, no way to save a gear, a monster or a NPC.
the license at 40 € or USD 50 shall not be an issue and I consider the call for cracked version as very unfair / disrespectful.
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03/29/2013, 12:18
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#9
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Thank you castor for your test.
I think i wait for a newer version of the converter and hope, it can handle then all shaiya files in future.
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03/29/2013, 22:47
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#10
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Quote:
Originally Posted by castor4878
A bit old thread but the initial request is likely still valid.
the .3DC, .3DE and .3DO files are all in "plain binary", not encrypted.
their formats are not publicly available from AE, Sonov, Nexxon, whoever; but we know all of them and I already publish them on the board.
Still, edition of the Shaiya 3D files with existing 3D tool is not possible.
The tool 3D object converter manages 2 of the 3 formats, it miss one and it is not able to manage .smod files that are just a set of several 3D files, with yet another format.
If you provide me 3D files with their format description (native desc. obtained from the 3D modeler or a "C struct" exported by the 3D Object Converter tool, I will certainly be able to code a tool to convert them to shaiya formats.
In a first time, files shall be understood and displayed by the shiaya clients, in second time 3D objects shall be compliant with shaiya constraints for their size and coordinates (for instance all objects used to draw a character (top, pants, ...) used the same coordinates box, they are not translated nor resized but simply draw together (a global transformation is done after that to take into account the char. size (one of the 4 values); so if a piece of gear is created it must be bounded by the required box.
Same thing for weapon, they must have a valid size but also the right offset to the hand, otherwise they will appear anywhere in the shape.
Edit:
I've checked the 2 files posted by Rockyx.
The .x file seems to be a .xof file. The xof format was used by its creator RenderMorphics Reality Lab, Microsoft acquired RenderMorphics in 1995 and their work became part of Direct3D. This one is in "xof 0302bin" format, as indicated in its header. I believe it's a generic format that can be saved as binary (like this one), in compressed binary ("xof 0302tzip"), or in plain text (format "xof 0303txt").
The .3DC file is yet another .3DC format, a lot of companies use the "3dc" extension but of course they are all different. Nothing to learn from this one.
Note that shaiya always store texture & meshs into different files, it looks like the 2 provided files contain both texture & meshs, in order to code a conversion tool, you have first to save the sole meshs in a specific file (plain text will be great for this tries) and the texture in a separate .DDS file.
2nd edit:
After tests, it appears that the version 5.001 of the  supports:
.3DO files: can be read & saved
.3DC files: episo 5+ files can be read, latest episo 6 files can not be read
.3DE files: can not be read (they are used for effects)
.smod files: can be read
the big weakness (for our needs) is the export capability, only the .DO files (used for weapons) can be saved, no way to save a gear, a monster or a NPC.
the license at 40 € or USD 50 shall not be an issue and I consider the call for cracked version as very unfair / disrespectful.
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i want to add to that very specific post that 3d object converter can safe as shaiya 3do but u will have still alot of trouble with the files at all. Because the dds files wont work propper anymore with the new created 3do file. To get the dds files working to that new created 3do file u will first need to work on the 3d file in 3dsmax ( the UV maps need to be fixed  )
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03/30/2013, 00:35
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#11
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Quote:
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( the UV maps need to be fixed )
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the V coordinate is inverted in shaiya engine, you must replace V by -V
or you can do a horizontal symmetry on the dds file to have it used as expected.
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04/06/2013, 16:10
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#12
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Quote:
Originally Posted by TeddyBear94
i want to add to that very specific post that 3d object converter can safe as shaiya 3do but u will have still alot of trouble with the files at all. Because the dds files wont work propper anymore with the new created 3do file. To get the dds files working to that new created 3do file u will first need to work on the 3d file in 3dsmax ( the UV maps need to be fixed  )
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I don't understand it at all, because I tested my program with the original/converted .3do files and it was OK.
My program flips the UV datas vertically during load (v=v-1) and it flips it also when you export it as .3do format.
You can flip the UV datas vertically after load using the following ways:
- Pressing CTRL-U
- Using the Tools/Flip scene UV map vertically.
Quote:
Originally Posted by castor4878
After tests, it appears that the version 5.001 of the  supports:
.3DO files: can be read & saved
.3DC files: episo 5+ files can be read, latest episo 6 files can not be read
.3DE files: can not be read (they are used for effects)
.smod files: can be read
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Can you send me some .zip packed episo 6 .3dc files to the  ?
I would like to look into these files.
My program checks the first 4 bytes (file version ?, I don't know..) in the .3dc file.
If it is not 0 it will don't load it.
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04/06/2013, 21:03
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#13
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mh as far as i know in ur programm it still looks fine but as soon as it get loaded from the game.exe ( or if u check with sh studio) it looks **** wierd.
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04/06/2013, 23:18
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#14
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Quote:
Originally Posted by KZ_3D
My program flips the UV datas vertically during load (v=v-1) and it flips it also when you export it as .3do format.
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in my viewer, I flip the sign of V (v = -v) to obtain a correct rendering with openGL, I'm not doing a symmetric along an y=0.5 axis) and I assume DX primitives behaves as the openGL ones.
edit: I was wrong, I have to do this flip only when I use glBufferDataARB. /edit
Quote:
Originally Posted by KZ_3D
Can you send me some .zip packed episo 6 .3dc files to the  ?
I would like to look into these files.
My program checks the first 4 bytes (file version ?, I don't know..) in the .3dc file. If it is not 0 it will don't load it.
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the format of vertex is different:
legacy format:
3D-pt (x, y, z), weight, bone, Normal (x, y, z), Tex (u, v)
new format
3D-pt (x, y, z), weight, u1, u2, bone, Normal (x, y, z), Tex (u, v)
(no meaning given to 'u1' & 'u2' so far, likely a light transformation)
the file header is also and allows direct detection of version.
apparently in an "old" format the .3DC file could contain the name of a texture file (i've found 2 files with such filename among all .3DE/DC/DO).
this name was stored as all string, meaning a int32-length prefixed (current codepage defined) string.
so for 99.99% of files, the "header" is '00000000' (int32 zero) since no filename is present.
for the new "episo 6+" files, they use a 01BCh tag (int32, little indian, so "BC 01 00 00")(also note that 444 is larger than all filename's lengths supported by Win32 API).
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04/07/2013, 01:42
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#15
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you want who can make possible is coder name rimbros add his skype he do it for pay for lot money he did mu online models, cabal and more..
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