01-30-2014, 07:54 AM
(This post was last modified: 01-31-2014, 05:03 AM by maver1k_XVII.)
(01-30-2014, 07:07 AM)Orwell Wrote: I know how do u feel with those gow3 models. I spent some time to work to a method to generate an aceptable mesh by vertexes without great results. Anyway i can tell you that furryfan's script converts all the vertex points. Fortunately I didn't find any missing vertex in all the models i looked at. Just for courosity, Is the red pic UW map? how did u find it?Yes, it is. When I got my hands on the script I was trying hard to understand how it works, but to no avail. And then I found out that quickBMS has a html output, where the data, read by the script is highlighted. I still couldn't grasp the way it works, but i managed to write a simple Noesis script, that imports vertex data for one specific model (that harpy). I had some troubles with getting all the vertexes imported, and by the way that led me to belive that the script doesn't convert all of them too, as I copied the values it used to calculate the number of vertexes.
While I was trying to solve the issue I stumbled upon a data block, that starts right where the vertex block ends. It contained floats (fractions), all of which had values less than 1. I thought it may be UV, did some math, and it turned out that the number of floats is twice the number of vertexes, so I assumed it to be U and V coordinates for each vertex. I was actually right, as you can see from the screenshot. Although it's quite surprising that it wasn't found before, as it was pretty obvious even for me, and I'm just a beginer at reverse engineering .
Edit: Sometimes not all floats are less than 1, but it still seems to work. I did it about half a year ago so I don't remember all that stuff in detail.