02-03-2014, 12:19 PM
(01-30-2014, 07:54 AM)maver1k_XVII Wrote: 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.
Thank you so much for the info! (even if to be honest i don't like so much write script lines, and i have too much stuffs to learn) Expecially in this case whit this weird format i preferred to work on the bms 3ds output after i made a surrender to this file format.
So then i tried to create a decent mesh from a vertex point cloud using various formula to aproximate the mesh, but with not great results.
I finally opted for the manual recreation of the mesh, I know it's not the clever method to obtain the model, but i like modelling more then reversing a 3d format XD. Actually I'm working on Aphrodite model and the main iusse is the uv map. I may recreate the seams manually but then need to be perfectly adapted to the texture...and this is a really tedious thing. Do you think u will able to extract the uv map "vertexes" in an automate way? Theoretically with a max script it possible to associate a uv map vertex points to a mesh, anyway having even an idea of the uv map of a 3d model of kratos or Aphrodite it may be quite useful for me.
This is a wip of Aphrodite model ( i hope to not offend anybody with this nude model, but i i didn't to work on clothes yet. ):