(05-20-2019, 04:28 PM)Twilighter Wrote: I actually went back and remembered enough to rip some more models and even submitted one to the site. It was fine but was suggested that I go back and check for redundancies or duplicates in model data...or something like that. Here is the model I uploaded:Thanks so much for the info, this will be really useful(epecially that model info pointers are relative to model data, cause I didn't realize that either)! And I think I've just found the something about the first file in data (always starts with 0x01130002), which clearly has pointers to vertex and index pointer lists you talked about!
I don't think I can really help much but I know that every model file has a vertex pointer list and an index pointer list. The pointers are respective to the start of the vertex data meaning they ignore all of the texture data that comes before it so it'll point to a spot in the file that seems off. The pointers would be accurate if you separated the model and texture data (that's what most people do who know what they're doing, not me). Also, If it seems like and address I noted points to an arbitrary location, consider that It may be pointing to the start of a vertex or index buffer for a submesh... It sounds like you know what you are talking about. Hopefully we can see some progress in ripping these models.
Btw, that ghost is from Scarescraper(or whatever the multaiplayer mode is called, IDK anything about it since I've never played multiplayer in this game)?
And another thing I'd like to ask(sorry if I'm asking too many questions) is which data type are indecies/vertecies? I found out that indecies can be a few different formats(some are bytes, others are ushorts) and vericies are stored as signed shorts, but like how do you turn a short into a floating point number?(I'm so confused about this "short" format, mainly because hex2obj and alike are all closed source and you can't really see how they decode it...and tutorials for all of those tend to purpousely skip specifics of short vertex coordinates)