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[Mobile] Sky; Children of the Light
#25
(09-20-2022, 12:08 PM)Vlistuvious Wrote: Heya!!!
The error changes when it's a cosmetic .mesh file
It should look a little like
"CharSkyNPC_Wing_Director_StripAnim_CompOcc_ZipPos_ZipUvs_StripNorm.mesh" These are the files that refuse to open
the error is way different than the one i've stated above
it mentions bytes or something like that i don't quite remember however

Ah, so I see a number of you have been using the script! That's nice to hear.

There are certain flags, which, when activated, change the filename during the model loading process. They are:
  • StripGeo (strip geometry)
  • StripAnim (strip animations)
  • UncompAnim (uncompressed animation)
  • CompOcc (compute occlusions)
  • CompEdges (compute edges)
  • CompAdj (compute adjacency)
  • ZipPos (packed positions?)
  • ZipUvs (packed UVs?)
  • StripUv13 (?)
  • StripNorm (strip normals)
  • ForceIdx32 (use 32-bit indexes instead of 16-bit indexes)

So, you can tell which model has which flags activated. Each flag changes the format slightly, which may cause the script to fail as it doesn't support these cases yet. Specifically, I still haven't investigated what the ZipPos and ZipUvs flag do during mesh loading.

According to the disassembly the game also recognizes meshes ending in fbx, though I have not seen the code for loading them.

(09-20-2022, 12:08 PM)Vlistuvious Wrote: About the textures, i see a TEX3D folder in the game but the files are encrypted with a .VOL file apparently standing for VOLUME i assume? we're gonna have to figure out together i suppose.
Those are volumetric textures (e.g. clouds). Not sure what the format is.
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Messages In This Thread
RE: [Mobile] Sky; Children of the Light - by longbyte1 - 09-22-2022, 10:20 PM
RE: [Mobile] Sky; Children of the Light - by Miss - 04-04-2023, 04:55 AM

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