(09-06-2017, 04:55 PM)namine207 Wrote:(09-06-2017, 04:10 PM)Pingu! Wrote:(09-06-2017, 02:20 PM)namine207 Wrote: Well dang, this is exactly what I’ve been looking for! Any progress on this?
The files are different formats completely across each file. It's very difficult to find a proper way of extracting each one
Man, that really sucks. :\ Do you think any specific file (Blinx in particular) would be easier to extract than creating a multi purpose tool?
I might've been wrong on the part where they aren't similar. I was missing the part that the names in the beginning were texture names. So eventually when the script is run the person would have to manually input the count of texture names to skip over the beginning of that, as there's no defined count/anyway to define the number of textures. So, in actuality a script MAY be possible. I'm having trouble for now distinguishing where the vertex + indice buffers are located etc. I have a good feeling that there's this strange table before the first vertex buffer, which I'm sure contains the info of pointers. Just time is needed.
@Commander_Ducky , I have a strong feeling the four byte value you're skipping over is half floats of the uvs. I'm still uncertain because the main priority for now is finding the faces next.
EDIT: I found the texture count after the texture name table. It could be possible that the # of submeshes = the # of textures that are provided for each model file.