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ThielHater
24.03.2013, 13:14
Hallo allerseits,
ich selbst bin im 3D Bereich nicht sonderlich fit und hab schon ein paar befreundete Modder gefragt, aber bisher konnte mein Problem nicht gelöst werden.

Mein Ziel ist es, einen Menschen samt Rüstung in Cinema 4D zu laden und zu rendern. Für Cinema 4D gibt's (genau wie für Blender und 3Ds Max) KrxImpExp, ich kann also erstmal Gothic 3DS/ASC/MRM/MSH/ZEN Dateien importieren. Die benötigten Dateien sind, glaube ich, "HUM_BODY_NAKED0.MDM", "HUM_HEAD_XYZ.MMB" und bspw. "HUM_GRDS_ARMOR.MDM" als Rüstung, aus der "anims.vdf". Laut dem Editing Wiki (http://wiki.worldofgothic.de/ZenGin/Dateiformate) handelt es sich bei diesen Formaten um kompilierte Meshes, die ich wiederum mit dem GothicSourcer dekompilieren wollte in der Hoffnung, dann ASC Dateien zu erhalten. Der GothicSourcer gibt mir aber beharrlich die Fehlermeldung "File ... have incompatible version or corrupted". Achja, es geht hierbei um Gothic 1, allerdings dürften sich die Meshes zu Gothic 2 hin kaum geändert haben.

Wie sollte ich also vorgehen? :dnuhr:


39844

MaGoth
24.03.2013, 14:44
ThielHater,
Hi,
Um richtig mit dem Programm und den Ressourcen Spiel zu arbeiten. ;)

HUM_BODY_NAKED0.MDM
HUM_GRDS_ARMOR.MDM
HUM_NOVS_ARMOR.MDM
Um diese Dateien zu erhalten, müssen Sie *.asc dekompilieren HUMANS.MDS

HUM_HEAD_BALD.MMB
HUM_HEAD_PONY.MMB
Um diese Dateien zu erhalten, müssen Sie *.asc dekompilieren Animationsdateien Mesh MMB.

Dekompiliert Dateien aus dem Spiel Gothic.:
GOTHIC_HUM_Decomp.7z (http://www.file-upload.net/download-7371499/GOTHIC_HUM_Decomp.7z.html)
HashSum:
CRC32: 42DD1891
MD5: 6995258A5E907E187D8152E97DCB8789
SHA-1: FC3AB61D68A5915F11765CC1366340B555786B21

MfG MaGoth, WoG.ru-Community. :gratz

ThielHater
24.03.2013, 18:02
Vielen Dank für die Dateien, MaGoth. / большое спасибо за файлы, MaGoth. :gratz

Mich würde allerdings interessieren, wie man die Dateien mit dem GothicSourcerer dekompilieren kann. Ich bekomme immer die obrige Fehlermeldung und wenn ich die "Humans.mds" dekompilieren will, macht das Programm gar nichts. / Мне хотелось бы у тебя узнать, как можно с GothicSourcerer декомпилировать. При декомпиляции у меня выходит в верху стоящие сообщение, а если декомпилировать "Humans.mds" то программа не реагирует.

MaGoth
24.03.2013, 21:45
Some theory
Composition folder Anims.
Anims folder contains models of all the characters (humans, orcs, animals ...) and objects that can interact with the characters (the bed, the anvil ...), and also animated meshes.

Limited to work with ASC Files in 3DS Max 4,5 needed exporter/importer.

The so-called static model (the bed, the anvil ...) - it ASC model mesh and the compiled version of the MDL.

The so-called dynamic model (people, orcs, beasts, their overlays and chests ...) - this is a script and its MDS and the compiled version MSB. In turn, this script defines a set of files ASC dynamic model:
line meshAndTree() defines the ASC model mesh, carefully compiled from a hierarchy of models of MDH and do not necessarily mesh model MDM.
every line registerMesh() defines ASC model mesh and mesh model version compiled MDM.
every line ani() defines ASC model animation and model animation version compiled MAN.


Morph model or the so-called Dynamic (animated) mesh (people's heads, bows, crossbows, the objects of the world zCVobAnimate ...) in its original form is a script MMS, which in turn contains:
line morphRef(), defines the ASC morph mesh, that is, information about the materials and mesh.
line(lines) morphAni(), defines the ASC morph animation, it is the information about the animation mesh.


MMS script with all required ASC MMB compiled into one file.

You can make the following changes:
Create new models of people, Orcs, beasts, their overlays.
Edit the model and overlays, for which the hierarchy is known. Only human.
Create new objects that can communicate with the characters. Any, for new models and for their own rights.
Limited construction of new analogues of existing objects interact.
Create animated meshes for objects in the world zCVobAnimate.
Limited construction of new analogues of people's heads, bows, crossbows.
Transfer models and meshes from one to the other Gothic with GothicSourcer.


To transfer the entire model from one to another, and the Gothic not get lost in a huge number of files, you can proceed as follows:
For the static model only MDL file, you need to convert and transfer.
For the dynamic model needed script source MDS (they all are). It portable.
-Next, take the file hierarchy MDH on the script and all the MAN files that begin with the same name of the script, as well as looking for the script all the required MDM (envelope through the script, so they must be registered in the lines registerMesh ()).
For the dynamic mesh only MMB file, it must convert and transfer.


Models
In ASC-file or set of ASC-files can contain a variety of information:
1) the static model, 2) a dynamic model, 3) animation mesh.

Presented by the importer is able to work with models of all three types.

The model is static, it does not contain bones.
Examples of ASC-files: kotelok_mob, bed_1_oc, bench_1_nc.
When you import a static model, no options importer does not provide, so everything is simple.
The model is dynamic, if it contains a system of bones. In this case, each of the dynamic model is usually associated with one ASC-file with the mesh and several ASC-files with animation.
Examples of ASC-files with the mesh of the dynamic model: ARMOR_LESTER, MBG_BODY, GOBBO_SKELETON_BODY, LUR_BODY.
Examples of ASC-file with the animation of the dynamic model: SCA_PICKGROUND_M01, MBG_DEAD_A02, WARAN_LOOK_KM01.
Mesh animation is usually stored in several ASC-files, one file contains the original mesh
Example: ORC_HEADWARRIOR.ASC - head orc warrior.
and the rest - the actual animation
Example: ORC_HEADWARRIORTALK.ASC - talking head orc warrior.
First, you need to import the original mesh, then - one of his animations.


Practice
Decompilation in GothicSourcer v3.14.
For work, we need the following:
Program: GothicSourcer v3.14 (http://dl1.worldofplayers.ru/games/gothic/modmaking/vam/InstallGS_3_14.exe)
Full version G1MPK (http://www.worldofgothic.de/dl/download_folder7.htm#7) or G2MDK (http://www.worldofgothic.de/dl/download_folder17.htm#17)(with all updates), depending on the resources which the game will work.
MDK for any version of the game are set to unpack all the resources of the game.

To receive, any *.ASC file armor of the game, we need to reverse engineer the file hierarchy model.
For Gothic 1 → HumanS.MDS
For Gothic 2 → HumanS.MSB


Decompilation the dynamic model for G1:
39853
Select a file type to decompile.

39854
Select the file to decompile, HumanS.MDS.

39855
Select of Model: The path to the directory in which the game is required to decompile the file.
Working directory: Working directory in which to put the decompiled files (the default location of the program).
Platform: Choice of platform games for decompilation resources Gothic 1 or Gothic 2.
Choose a platform game, Gothic.
Click "OK" to start decompiling.

39856
I installed the program here:
C:\Program Files\GothicSourcer V3.14
Consequently, all learned from decompiling files will be located in the directory:
C:\Program Files\GothicSourcer V3.14\Gothic Projects\Anims\asc_humans
As shown in this screenshot.


Decompilation dynamic(animated) mesh, MorphMesh for G1:
398603986139862
There are roughly analogous to what was higher, the difference look at the screenshots.
All files after decompiling process will be placed in the directory:
C:\Program Files\GothicSourcer V3.14\Gothic Projects\Anims\asc_hum_head_bald


Something like this is done. §wink

Ps, Compiling all back, modified or new files animations, models, and so on, into the internal format of the game, to make using the game engine.


MfG MaGoth, WoG.ru-Community. :gratz

ThielHater
25.03.2013, 20:35
That's a good explanation, though I don't care that much about the technical background, but it is surely interesting for someone else. Did you take it from any FAQ or write it only for this thread? If so, this would be absolutely awesome! I think the problem was, that I copied the files to decompile to my desktop. §wink

MaGoth
25.03.2013, 21:32
ThielHater,
Hi, :)

That's a good explanation, though I don't care that much about the technical background, but it is surely interesting for someone else. Did you take it from any FAQ or write it only for this thread? If so, this would be absolutely awesome!
Experience + nur nach und nach... :D


I think the problem was, that I copied the files to decompile to my desktop.
Das ist es! Alle Dateien mit dem Programm funktioniert, sollte im Spiel oder in dem Verzeichnis, in genau der gleiche wie ihre Hierarchie platziert werden. Und wenn alle Dateien in diesen Verzeichnissen. §wink


MfG MaGoth, WoG.ru-Community. :gratz