Today I found some time to return to this game. Well, it really has submeshes for each material and crazy bone remappings.
Here's the tool. Use it on .MDG or .MDL file. It will only work with skeletal model files. To get the skeleton structure and bone names, it needs any .ANM file of that character. Put it in the same folder. If there will be many .anm files from different characters in the same folder, the result is non-predictable.
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Hellboy: Science of Evil PS3/KROME models
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Re: Hellboy: Science of Evil PS3/KROME models
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Re: Hellboy: Science of Evil PS3/KROME models
i can't find any of this submesh information, where in the mdl or mdg file are you seeing this data?daemon1 wrote:..... it really has submeshes for each material....
can you please use the abe files as example and tell me where the offset to this data is so i know what to look for?
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Re: Hellboy: Science of Evil PS3/KROME models
sure.AceWell wrote:i can't find any of this submesh information, where in the mdl or mdg file are you seeing this data?daemon1 wrote:..... it really has submeshes for each material....
can you please use the abe files as example and tell me where the offset to this data is so i know what to look for?
mdl offset 0x68 ---> points to material table.
material table has offsets for all submeshes according to their materials. These are offsets to a table in the end of ABE_BINDPOSE.mdg file.
A row of this table contains starting face number and number of faces for this material part.
But each material may cover different parts of the model, so there's actually a linked list inside of that table that will contain data for each part (each with its own bone remapping). But since you're not interested in bones, you can just put all parts of given material into one.
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Re: Hellboy: Science of Evil PS3/KROME models
i've seen this table at the end of the mdg before but i can't make sense of the numbers, it looks like thatdaemon1 wrote:A row of this table contains starting face number and number of faces for this material part.
But each material may cover different parts of the model, so there's actually a linked list inside of that table that will contain data for each part ... you can just put all parts of given material into one.
table is in seven 32 byte blocks and i can see 2 pointers there (50b60 at 0x50b4c and 50ba0 at 0x50b8c)
but nothing else there looks familiar, is the starting face number and number of faces data stored as shorts?
edit
nevermind, the numbers makes no sense to me because there are too many details left out
and i don't think these are submeshes, but material groups....
Last edited by Acewell on Fri Feb 03, 2017 5:52 pm, edited 1 time in total.
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Re: Hellboy: Science of Evil PS3/KROME models
well, if you'll ever decide to increase you skill level, yes, face counts/numbers are stored as shorts. And those pointers are to define a linked list inside of that table. Its needed when a material covers many parts of a model, for example, body and arms.
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Re: Hellboy: Science of Evil PS3/KROME models
I know that this thread hasn't really been active in years but this is what happened when I tried using the model tool.
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Re: Hellboy: Science of Evil PS3/KROME models
Did some more experimenting with models from other KROME studios games like Viva Pinata Party Animals and I seem to get the following for certain models and certain animations.
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