Users browsing this thread: 1 Guest(s)
Animaniacs: The Great Edgar Hunt (GC)
#1
Is it possible to rip anything from this game? Everything (other than the FMVs and the banner file every other GC game has) is stored as a .HOG file. I'm assuming this is short for Warthog, the game's developer. The only information Google gives about this file relates to Descent 2, which as far as I know has no relation to Warthog, this game, or any similar game. So unless someone knows how to convert/extract these files, I'm guessing the only program that can read these files is whatever Warthog's in-house software was, and our only hope would be tracking down someone who worked on this game and asking what they used for it, which would just be more trouble than its worth.

TLDR: Everything is a .HOG file and I'm too dumb to know how to open/convert/extract them.

If it helps any, here's the game's file system:
[Image: WytNrQk.png]
Reply
Thanked by:
#2
In that case, here's the frontend.hog file: https://www.mediafire.com/file/pkkvcio3b...d.hog/file
Reply
Thanked by:
#3
(11-27-2019, 05:45 PM)Heh Wrote: http://www.mediafire.com/file/9qh63y7q3g...ix.7z/file
https://www.mediafire.com/file/mfzgylnq2...t.txt/file
(other OS versions available if needed)
Unzip the 7z archive then use Command Prompt / PowerShell:
C:\Path\To\Fio.exe C:\Path\To\hogtest.txt C:\Path\To\Folder\With\All\Your\Hog\Files\Lol C:\Path\To\Desired\Output\Folder
dunno if there's any sort of obfuscation going on in the files, really, but this lets you get the raw content.

Well, it didn't actually compile/extract anything, but I did get a list of the files and directories that are in frontend.hog (judging by their names, I'd say they're for the menus):

Code:
music/
fonts/
sprites/
localisation/
models/textbox/
models/textures/
movies/
levels/
models/frontend_scroll/
models/frontend_cog1/
models/frontend_cog2/
models/frontend_cog3/
models/frontend_cog4/
models/frontend_cog5/
models/frontend_lightrays/
models/frontend_3d/
models/brain/
models/pinky/
sounds/
frontend.nst
fe_final.btga
fe_final.tnf
ignition-logo.btga
wakkoicon.btga
animaniacicon_french1.btga
animaniacicon_french2.btga
animaniacicon_french3.btga
animaniacicon_french4.btga
animaniacicon.btga
animaniacicon1.btga
animaniacicon2.btga
animaniacicon3.btga
titlescreen0.btga
titlescreen1.btga
titlescreen2.btga
titlescreen3.btga
ps2xboxbuttons.btga
debugfont.btga
debugfont.tnf
frontend_fra.loc
frontend_ger.loc
frontend_ita.loc
frontend_spa.loc
frontend_eng.loc
textbox.mdl
textboxtextboxshape.bmsh
ahud04.btga
gi1.sub
icolist.ico
icocopy.ico
icodel.ico
cubeicon1.img
cubeicon2.img
titlescreen.btga
frontend_background.btga
frontend_sprite1.btga
frontend_sprite2.btga
frontend_sprite3.btga
frontend_sprite4.btga
frontend_font.btga
frontend_font.tnf
frontend_new.lvl
frontend_scroll.lvl
frontend_cog1.lvl
frontend_cog2.lvl
frontend_cog3.lvl
frontend_cog4.lvl
frontend_cog5.lvl
frontend_lightrays.lvl
frontend_3d.lvl
brain.lvl
pinkyfrontend.lvl
lightdirectional.lvl
frontend_scroll.mdl
frontend_scrollscreenshape.bmsh
frontend_scroll_lightmap.btga
frontend_screen.btga
frontend_cog1.mdl
frontend_cog1cog1shape.bmsh
frontend_cog.btga envmap105.btga
frontend_cog1cog1shape.banr
frontend_cog2.mdl
frontend_cog2cog2shape.bmsh
frontend_cog2cog2shape.banr
frontend_cog3.mdl
frontend_cog3cog3shape.bmsh
frontend_cog3cog3shape.banr
frontend_cog4.mdl
frontend_cog4cog4shape.bmsh
frontend_cog4cog4shape.banr
frontend_cog5.mdl
frontend_cog5cogshape1.bmsh
frontend_cog5cogshape1.banr
frontend_lightrays.mdl
frontend_lightrayspcylindershape5.bmsh
alevel451_new_copy.btga
frontend_lightrayspcylindershape7.bmsh
frontend_3d.mdl frontend_3dropeshape1.bmsh
frontend_rope.btga front end000.btga
frontend_3dcog_railshape.bmsh
frontend_3dropeshape.bmsh
brain.mdl brain.bskl
brainheadshape.bmsh
eyeopen.btga
yakko1.btga
brainbodyshape.bmsh
brainpinshape.bmsh
brain.banb
pinky.mdl
pinky.bskl
pinkybodyshape.bmsh
pinky.banb
pinkypulleyropespause.banb
brainmergefile2.banb
cogs turning.bwav
cogs turning2.bwav
animaniacs_text.btga
minifont.btga
select.bwav
cancel.bwav
cursor.bwav

And these were the errors I got, if that helps:
Code:
frontend.hog(36662,1): error CS1003: Syntax error, ']' expected
frontend.hog(1,1): error CS0103: The name 'WART3' does not exist in the current context
frontend.hog(1,12): error CS0103: The name 'p' does not exist in the current context
frontend.hog(1,15): error CS0103: The name 's' does not exist in the current context
frontend.hog(2,12): error CS0103: The name 'c' does not exist in the current context
frontend.hog(3,8): error CS0103: The name 'k' does not exist in the current context
frontend.hog(3,36): error CS0103: The name 'w' does not exist in the current context
frontend.hog(3,44): error CS0103: The name 'd' does not exist in the current context
frontend.hog(3,65): error CS0103: The name '?' does not exist in the current context
frontend.hog(3,87): error CS0103: The name 'H' does not exist in the current context
frontend.hog(3,94): error CS0103: The name 'J' does not exist in the current context
frontend.hog(3,113): error CS0103: The name '?' does not exist in the current context
frontend.hog(3,117): error CS0103: The name 'e' does not exist in the current context
frontend.hog(3,125): error CS0103: The name 'i' does not exist in the current context
frontend.hog(3,129): error CS0103: The name 'g' does not exist in the current context
frontend.hog(3,134): error CS0103: The name 'h?' does not exist in the current context
frontend.hog(3,147): error CS0103: The name 'D' does not exist in the current context
Reply
Thanked by:
#4
Well, I got a script compiled (hogtest.cfio32), but now I don't know what to do with it...
Reply
Thanked by:
#5
Well in that case I guess I have no idea what the heck I'm doing or how to use Fio.
Reply
Thanked by:
#6
I'm back. I managed to find a QuickBMS script for .hog files, and it worked like a charm! I got all the stuff extracted from it, and they're even all neatly organized and labeled with folders and whatnot!

I'm gonna guess the models are .mdl files. Half-Life 2 also uses that extention, but I'm gonna guess they're nothing alike since my HL2 modding programs won't open them, and it also doesn't help that numerous other unrelated games and programs use that extension as well. The other files in the models folder are .banb, .bskl, .anm (which I'll assume stands for "animation"), and .bmsh.

Any further help would be appreciated.

Edit: Had a look at the files (in this case, the ones for Dot). The .mdl files don't seem to be the actual model, but they do shed a bit of light on them.
Code:
model
{
// Maya scene I:/animaniacs/art/charact(gen)/model/dot/dot-bonesFINAL (Version 015).mb
    model
    {
// Maya scene I:/animaniacs/art/charact(gen)/model/dot/dot-bonesFINAL (Version 015).mb
        name({body_mod})
        parent({})
        matrix(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1)
        meshname({dotbody_modShape.msh})
        skeleton({dot.skl})
        objecttranslucency(0)
        bounds(1.046530,41.207809,15.393967,58.626289,72.914833,87.333855,111.972504)
    }

    model
    {
// Maya scene I:/animaniacs/art/charact(gen)/model/dot/dot-bonesFINAL (Version 015).mb
        name({head_mod})
        parent({})
        matrix(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1)
        meshname({dothead_modShape.msh})
        skeleton({dot.skl})
        objecttranslucency(0)
        bounds(-1.329039,56.770084,-14.008804,58.362663,79.796402,95.279282,117.911560)
    }

    model
    {
// Maya scene I:/animaniacs/art/charact(gen)/model/dot/dot-bonesFINAL (Version 015).mb
        name({Flower_mod})
        parent({head_mod})
        matrix(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1)
        pivot(-0.361789,107.334917,-0.447558,1)
        meshname({dotFlower_modShape.msh})
        skeleton({dot.skl})
        objecttranslucency(0)
        bounds(-1.724943,51.979729,-19.677197,52.720863,67.200615,90.116440,94.903633)
    }

    model
    {
// Maya scene I:/animaniacs/art/charact(gen)/model/dot/dot-bonesFINAL (Version 015).mb
        name({mallet})
        parent({})
        matrix(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1)
        pivot(47.395881,53,-0.983252,1)
        meshname({dotmalletShape.msh})
        skeleton({dot.skl})
        objecttranslucency(0)
        bounds(12.452415,61.465279,0.198288,94.797928,103.089104,123.550400,154.214859)
    }

    model
    {
// Maya scene I:/animaniacs/art/charact(gen)/model/dot/dot-bonesFINAL (Version 015).mb
        name({hankey})
        parent({})
        matrix(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1)
        pivot(45.55534,57.43534,-5.596428,1)
        meshname({dothankeyShape.msh})
        skeleton({dot.skl})
        objecttranslucency(0)
        bounds(11.922787,63.966492,5.348846,84.239120,96.344498,119.344795,150.569427)
    }

    model
    {
// Maya scene I:/animaniacs/art/charact(gen)/model/dot/dot-bonesFINAL (Version 015).mb
        name({mag_glass})
        parent({})
        boneparent({righthand})
        matrix(0.987763,0.155963,-0,0,0.155963,-0.987763,0,0,-0,-0,-1,0,33.428464,60.909596,-3.249401,1)
        pivot(7.986021,6.340649,1.730482,1)
        meshname({dotmag_glassShape.msh})
        objecttranslucency(0)
        bounds(7.986019,6.340647,-23.097145,23.069933,7.589991,39.504032,39.635151)
    }

    model
    {
// Maya scene I:/animaniacs/art/charact(gen)/model/dot/dot-bonesFINAL (Version 015).mb
        name({skillgun})
        parent({})
        boneparent({righthand})
        matrix(0.987763,0.155963,-0,0,0.155963,-0.987763,0,0,-0,-0,-1,0,33.428464,60.909596,-3.249401,1)
        pivot(32.83226,11.491844,-13.357054,1)
        meshname({dotskillgunShape.msh})
        objecttranslucency(0)
        bounds(35.613670,8.271454,-13.415070,38.603004,22.034393,20.241356,41.234585)
    }

    model
    {
// Maya scene I:/animaniacs/art/charact(gen)/model/dot/dot-bonesFINAL (Version 015).mb
        name({skillgunpack})
        parent({})
        boneparent({chest})
        matrix(0,-1,0,0,1,0,-0,0,0,0,1,0,-0.071383,58.939609,-2.493783,1)
        pivot(-5.537343,-0.523468,-9.675438,1)
        meshname({dotskillgunpackShape.msh})
        objecttranslucency(0)
        bounds(-5.782713,-0.663597,-11.139647,20.964350,15.329811,18.516312,30.017916)
    }

}

From this info, we at least know the game was made using some version of Maya.

Looking at the other files, .banb seems to be for gameplay animations (i.e. player movement) and .bmsh might stand for "bone mesh". I think the actual model parts themselves, or at least the skeletons, are .bskl. Any idea how I might open/decompile those?
Reply
Thanked by:
#7
Of course. Whatshisname's stupid, confusing program is of no use to me, and when I figure out how to extract them without his help, he deletes his post and doesn't want to help me anymore.
Reply
Thanked by:


Forum Jump: