03-11-2011, 06:18 PM
(This post was last modified: 03-13-2011, 12:26 PM by mariokart64n.)
damn, I ripped models from CommandMissionX or something dumb.. thinking the models were the latest or the better of the 3D games..
but I see that I picked wrong lol the zero I got looks like shit compared to those ones.. :\
..anyway I had a look at the MMX8 file format last night. it looks a bit complicated for just a few models. looks like the model is seperated.. and alot of it is static.. some skinned. so theres an interchange in data types.. not to mention I didnt see any primitive listings.. O_O..
so great work on the rips man..
PS, heres zero's model
http://cid-c59ea3c98a300f31.office.live....E_test.zip
you'll need the blender PMD importer if you want it. I converted the model into PMD for another project
EDIT
for the past 2 days I've been trying to reverse the RSX format for this game..
but the formats pissing me off.. I can manually find the model data.. but I can't reach it from the start of the file. I would have to type in every location in the file that I see geometry.. <_<
anyway here's part of the script that details the model data.. the counts are before the data.. i believe theres a ID 0x6C 00 00 00 then 7 or so counts which relate to the data..
after those counts theres alot of matrices being defined.. and I'm unable to account for them, so to skip past them to the model data.
but I see that I picked wrong lol the zero I got looks like shit compared to those ones.. :\
..anyway I had a look at the MMX8 file format last night. it looks a bit complicated for just a few models. looks like the model is seperated.. and alot of it is static.. some skinned. so theres an interchange in data types.. not to mention I didnt see any primitive listings.. O_O..
so great work on the rips man..
PS, heres zero's model
http://cid-c59ea3c98a300f31.office.live....E_test.zip
you'll need the blender PMD importer if you want it. I converted the model into PMD for another project
EDIT
for the past 2 days I've been trying to reverse the RSX format for this game..
but the formats pissing me off.. I can manually find the model data.. but I can't reach it from the start of the file. I would have to type in every location in the file that I see geometry.. <_<
anyway here's part of the script that details the model data.. the counts are before the data.. i believe theres a ID 0x6C 00 00 00 then 7 or so counts which relate to the data..
after those counts theres alot of matrices being defined.. and I'm unable to account for them, so to skip past them to the model data.
Code:
count=readlong f
for x=1 to count do(
vx=readfloat f
vy=readfloat f
vz=readfloat f
nx=readfloat f
ny=readfloat f
nz=readfloat f
ukn7=readfloat f -- always FF ?
tu=readfloat f
tv=readfloat f
uknA=readfloat f
uknB=readfloat f
uknC=readfloat f
uknD=readfloat f
uknE=readfloat f
uknF=readfloat f
append vertArray[vx,vz,vy]
append uvwArray[tu,tv,0]
)
fa=1
fb=2
fc=1
append faceArray[fa,fb,fc]
for x =1 to (count-3) do(
fd=fa
fa=fc
fc=fd
fa+=1
fb+=1
fc+=1
append faceArray[fa,fb,fc]
)
msh = mesh vertices:vertArray faces:faceArray
msh.numTVerts = uvwArray.count
buildTVFaces msh
msh.name=objName
for j = 1 to vertArray.count do setTVert msh j uvwArray[j]
for j = 1 to faceArray.count do setTVFace msh j faceArray[j]