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About onedaxter
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pesmontis has sent me this pictures Amazing !!!
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pesmontis told me that the problem with no DE FA comes with the different Matierials. He said , that most of the Spellforce 2 .drs Files had different ways to import the materials , so he had to "hardcode" the most things. And with the Battleforge 2 .drs Files he said : The files are bigger then the Spellforce 2 Files -> so this could be a problem for parsing through the files.
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Good News ! I had contact with pesmontis himself. He gave me his program lightsong and some extra documentation. I testet the program with an model but it gave me a "no DE FA" error. According to pesmontis , this is a material problem ... He don't want to give me the source code , but maybe someone can reverse engineere the code ;D (it's a VB6 program) or Make a new program with his documentation He gave me also some spellforce 2 .drs files , so we can check their file structure with our battlefroge .drs files. If someone needs more information from pesmontis , I can write to him. H
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Today I started in school again , so I don't realy have time to further go on this , maybe on the weekends. I think next step could be to write a little progamm , which fechtes and displays our current known informations. And maybe a simple check , which chracter patterns are in 2 and more files the same. Maybe there are other delimiter in the hexdump. @Titan Have you discovered something new ? ;D
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I think the root node always starts with 00FFFF FFFF0100 00 P.S I found a model called unit_reaver.drs And there I also found an image for this unit. I have never seen this unit before. Maybe some new units which should have come into the amii edition ? Looks a bit familiar with amii phantom like they have the same armor.
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Thank you Titan ! I tried your suggestion with the unit_demon_insect_inner_l.drs file. For little endian conversion I used this site : http://www.scadacore.com/field-applications/programming-calculators/online-hex-converter and i switched the offset from hex to dec in HexDump So i figured out : EntryList1_Offset : 1602 EntryList2_Offset : 1794 Total "Elements" : 6 The ClassList (EntryList2) contains then following 6 Elements : -root Node -CGeoMesh -CGeoOBBTree -CDspJointMap -CDspMeshFile -DrwResourceMeta The EntryList1 contains , according to Pesmontis , the offsets for the classes. Thi
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Thank you Titan for researching this site. With the information from this forum I figured out following points: 4 bytes 1EF17CC5 -> All files start with this , so they are 4047 DRS files. 4 bytes 01000000 -> Should be an integer 1 as mentioned from the external forum 4 bytes XXXXXXXX -> This is an offset to a list which then contains more informations 4 bytes XXXXXXXX -> This is an offset to a second list which then contains more informations and after some space 4 bytes 1EF1544E -> all files end with this at the header , so it must be something like an ending delimiter. My
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Hy guys, With QuickBMS or also with DragunUnpacker I was able to export the content from the .pak files. There are all the cool stuff like textures , sound files and also the 3D models. The models have the file extension .drs and their animations are the .ska files. The problem is that I haven't found an exporter for this file format. My Question : Is there some one whos able to export or convert the meshes from this files in something like .fbx ? I tried to analyse the file format with a hex-editor and find out where the "header" starts and en