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Summoners War
#46
(05-30-2023, 11:10 AM)Neostatos4 Wrote:
(05-30-2023, 10:13 AM)andre.aguiar Wrote:
(05-15-2023, 04:17 PM)Neostatos4 Wrote: Hey RedBear, do you have an updated script of the "SummonerWar_DAT_Final.txt" working with 3dsmax or blender with the adjustement that you  explained? The old script seem to work with few recent model, such as Shadow Claw and the second awakening of the wandering knight, but many other unit (collab unit or very new one) and the costume does have textures not working, probably a story of jfif format.
As far as I know, the script SummonerWar_DAT_Final have 517 lines of code and start talking about textures on line 207.
It talk about textures on line 207-210-212-216-217-219-220-221-223-227-231-263-264-265-266-267-270-513.
I don't think replacing all the "png" words by "jfif" will work... I don't know. Maybe you were trying to say that the code need to be adapted to each ".dat" file that don't work with the finale script?

I took the data of few model I tried to get, if someone can try to extract them and upload them here that would be great, or just maybe help me understand them with the hex editor(I don't care about the bones, just the model and textures would be great).

https://www.mediafire.com/file/lwryf6ghf...l.rar/file

Is there any easy way for me to turn this .dat file into an OBJ or STL? my knowledge is very limited on this subject
Well, it really depend on which one you want to get? In the link I have put in my previous message, in the folder zfailures, you can find some .fbx file that you can easily import into Blender to export them into .obj or .stl, Noesis can also do it for you.
There are the 3 costumes of the beastrider, 2 costumes of the archangel, the normal and awakened shadowcaster and vampire lord.
The game files are about 5Gb, I can put a mediafire link if you want to search a monster you want, but I might delete the link after one or two week because 5Gb is heavy. For example, the third costume of the archangel (japanese schoolboy) can't be imported(object.transform problem),
but some work, such as the chakram/boomerang girl third costumes.

Man, if you manage to make these files available, you would help me later, a lot.
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#47
I was looking for Art Master, Onymioji and Onimusha, these recently released monsters that I couldn't find, and I don't have the 3dsmax license to be able to do that process
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#48
(05-30-2023, 03:35 PM)andre.aguiar Wrote: I was looking for Art Master, Onymioji and Onimusha, these recently released monsters that I couldn't find, and I don't have the 3dsmax license to be able to do that process

I answered your message, let me know if you have trouble to import the fbx properly!
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#49
(05-30-2023, 04:37 PM)Neostatos4 Wrote:
(05-30-2023, 03:35 PM)andre.aguiar Wrote: Eu estava procurando por Art Master, Onymioji e Onimusha, esses monstros lançados recentemente que não encontrei, e não tenho a licença 3dsmax para poder fazer esse processo

Eu respondi sua mensagem, deixe-me saber se você tiver problemas para importar o fbx corretamente!
http://www.vg-resource.com/thread-27176.html I managed by Script and with 3Dmax to get the FBX files, it already helped me a lot, thanks.

But I was testing some textures, the script doesn't export, it's a PNG without an image, do you know what it could be?
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#50
(06-02-2023, 08:21 AM)andre.aguiar Wrote:
(05-30-2023, 04:37 PM)Neostatos4 Wrote:
(05-30-2023, 03:35 PM)andre.aguiar Wrote: Eu estava procurando por Art Master, Onymioji e Onimusha, esses monstros lançados recentemente que não encontrei, e não tenho a licença 3dsmax para poder fazer esse processo

Eu respondi sua mensagem, deixe-me saber se você tiver problemas para importar o fbx corretamente!
http://www.vg-resource.com/thread-27176.html I managed by Script and with 3Dmax to get the FBX files, it already helped me a lot, thanks.

But I was testing some textures, the script doesn't export, it's a PNG without an image, do you know what it could be?
This is exactly what RedBear was figuring out before disappearing, I don't know much about JFIF file, if you can understand the script edited by TwiliChaos, you might understand what to edit to decrypt more properly the more encrypted unit/costumes, checking them with a hex editor might help if it is necessary to make a specific version of the script for each of those...
RedBear Wrote: (09-13-2020, 07:07 AM)
Hi, TwiliChaos.
Thanks for sharing your awesome script.
Can you update your script as it doesn't work with models from the latest version of the game?
Textures cannot be opened at all, and the model is gray.
Thanks.

PS: It seems that they have changed the texture format. Now the file signature is 4A6F6B657200 (Joker.), rather than 89504E47 (�PNG).
PPS: I was able to figure out the textures. Now textures are stored in JPEG File Interchange Format (JFIF) format, instead of PNG format.

Textures chunk:
--header (24 bytes)
4 bytes > texture ID
4 bytes joker_size > size of joker chunk data (if 0, no texture???)
6 bytes magic > null terminated string "Joker."
2 bytes unknown > F101 => 497
4 bytes diffuse_size > size of the diffuse texture data
4 bytes alpha_size > size of alpha texture data (if 0, no texture)
--diffuse texture data
diffuse_size * bytes > diffuse texture data, simply export into JPG file
--alpha texture data
alpha_size * bytes > alpha texture data, simply export into JPG file
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#51
(05-15-2023, 04:17 PM)Neostatos4 Wrote: Hey RedBear, do you have an updated script of the "SummonerWar_DAT_Final.txt" working with 3dsmax
Hey Neostatos4, sorry for the late reply.
A long time ago I tried to make my own version of the script based on the SummonerWar_DAT_Final script, but I never finished it.
Here's that script: https://www.dropbox.com/s/pvyi83plt4szdr...ar.ms?dl=0
My script is very crude, has a lot of junk in the code and has a lot of problems, but it should work with the new texture format.
You can try it yourself, but keep in mind that the script was only tested on 3ds max 2011 and may not work on other versions.
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#52
(06-24-2023, 12:45 PM)RedBear Wrote:
(05-15-2023, 04:17 PM)Neostatos4 Wrote: Hey RedBear, do you have an updated script of the "SummonerWar_DAT_Final.txt" working with 3dsmax
Hey Neostatos4, sorry for the late reply.
A long time ago I tried to make my own version of the script based on the SummonerWar_DAT_Final script, but I never finished it.
Here's that script: https://www.dropbox.com/s/pvyi83plt4szdr...ar.ms?dl=0
My script is very crude, has a lot of junk in the code and has a lot of problems, but it should work with the new texture format.
You can try it yourself, but keep in mind that the script was only tested on 3ds max 2011 and may not work on other versions.

Hey, you're back! Thanks a lot!! I'll try it on most recent costumes/unit) I understand, yeah, it's not easy to "finish" a tool while slowly and blindly discovering how they order the files of their game...
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#53
(06-26-2023, 11:57 PM)Neostatos4 Wrote:
(06-24-2023, 12:45 PM)RedBear Wrote:
(05-15-2023, 04:17 PM)Neostatos4 Wrote: Hey RedBear, do you have an updated script of the "SummonerWar_DAT_Final.txt" working with 3dsmax
Hey Neostatos4, sorry for the late reply.
A long time ago I tried to make my own version of the script based on the SummonerWar_DAT_Final script, but I never finished it.
Here's that script: https://www.dropbox.com/s/pvyi83plt4szdr...ar.ms?dl=0
My script is very crude, has a lot of junk in the code and has a lot of problems, but it should work with the new texture format.
You can try it yourself, but keep in mind that the script was only tested on 3ds max 2011 and may not work on other versions.

Hey, you're back! Thanks a lot!! I'll try it on most recent costumes/unit) I understand, yeah, it's not easy to "finish" a tool while slowly and blindly discovering how they order the files of their game...
Unfortunately, I have almost no time to do the scripting and study the file format.
However, I will try to post updated versions of my script as I progress.
I will not change the version of the script, only the Revision History date inside.
For example: 27.06.2023 v1.00
So you can sometimes recheck the file from the link above.

28.06.2023:
- Added a function to define the texture type. Now, both JPG and PNG textures should be correctly converted to a file on disk.
- Added a function to convert files with a .png extension.
- Added a function to import files with a .pmod extension.
- Added a function to import multiple files at once.
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#54
It work very well on most recent units/costumes and almost conserve perfectly the animation during the fbx transfer with 3dsmax 2012.
The third costumes of the archangel (japanese pupil uniform) still doesn't work (transform missing error etc...), same for the fifth costume of ifrit, and maybe one or two other, but other that those, it's extremly good, it is not good for the older files that has png textures, but all the recent one get decrypted better and faster, so thanks again!! Will check those new added function later, maybe it will work with new and old files then imported simultaneously)
If you have time to look at the incompatible files, here's one of them:
https://www.mediafire.com/file/ipara827b...3.dat/file
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#55
There is definitely some additional data in PMM and PLM chunks in the .dat file you mentioned.
At the moment I am not able to add support for importing files of this type as the structure of the .dat file format was not 100% explored.
Unfortunately, my level of reverse engineering is critically low to explore it 100% on my own.
In addition, I have almost no time to explore it and I am not a programmer, which also negatively affects my productivity.
Of course, I will try to do my best (when I have time to do so), but there is not much hope for a positive result.
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#56
It's been a while since I checked this thread. Some months ago I attempted to recreate the import features as Noesis plugins, as to not be dependent on 3DS Max, and hopefully be easier to work with.

https://www.dropbox.com/scl/fo/q8au7p6hr...ywu7k&dl=0

These would be put into <Noesis Folder>\plugins\python\

This also has support for .fid files (levels, non-animated buildings, etc). Some files contain meshes which are just bounding boxes, and may need to be deleted after export. Some files may contain several sub-meshes which are automatically merged for export, or you can toggle an option under Tools to keep these sub-meshes separate and use F2 to cycle through them in the preview window.

Feel free to modify these scripts. It's been a while since I worked on them so they may need more polish. Some comments may be incorrect, some things outdated, etc.
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#57
Hello, I'm sorry to be a bother. I've been looking everywhere for a real long time for a model of Ghoulfather or Goldfather and cant seem to find either anywhere. I'm wondering if anyone here has them?
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#58
Hello there! Is it possible to get the animations from the models found in https://www.models-resource.com/mobile/summonerswar/ aswell?
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#59
(01-08-2024, 05:30 AM)endriu Wrote: Hello there! Is it possible to get the animations from the models found in https://www.models-resource.com/mobile/summonerswar/ aswell?

Yes, it's possible.
1. Install the game on your phone or PC (Steam)
2. Extract the files you need
3. Open them with TwiliChaos' Noesis plugin.
4. Save the model and animations in the format you need

Example of result: https://www.dropbox.com/scl/fi/jgdxdz29v...1om2d&dl=0
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