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Extracting simple models

Read or post any tutorial related to file format analysis for modding purposes.
gofocd
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Re: Extracting simple models

Post by gofocd »

can you help me with this file, I have see many cases but I cant, it is from halo wars big endian can you help me.
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Re: Extracting simple models

Post by shakotay2 »

there were about 59 people killed in Vegas yesterday so you'll excuse me ignoring this request for rifles...
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Extracting simple models

Post by gofocd »

shakotay2 wrote:there were about 59 people killed in Vegas yesterday so you'll excuse me ignoring this request for rifles...
I apologize if I offended you, I chose this file because I think it is simple and a better way to learn and extract the other files by myself.

I have seen the other examples that you have done with big endian files but I can not extract it.

please correct me

start of vertices: 0x2f90 or 0x2fc0
Startaddress of first face index: 0x38c0

Resulting FIs count: 666

I'm stuck here.
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Re: Extracting simple models

Post by SchnelleMeyer »

Trying to extract some characters from a game, but I cant make sense of the structure at all -So I am just guessing the adresses.

Would this be something Hex2Obj is capable of extracting?
Could someone provide some advise for adresses please?
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Re: Extracting simple models

Post by Acewell »

gofocd wrote:can you help me with this file, I have see many cases but I cant, it is from halo wars big endian can you help me.
not big-endian me thinks, and low poly looking :D
battle_rifle_01_ugx.png
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Re: Extracting simple models

Post by gofocd »

AceWell wrote:not big-endian me thinks, and low poly looking :D
Thank you very much.

I am applying the same logic in this one(beam_rifle) but I do not get it.
What am I doing wrong?

0x3A00------588
10----------- 99<--- I do not understand this one.
0x31C0------208

please ace xd. :(
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Last edited by gofocd on Fri Oct 06, 2017 5:56 am, edited 7 times in total.
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Re: Extracting simple models

Post by shakotay2 »

SchnelleMeyer wrote:Would this be something Hex2Obj is capable of extracting?
it's not a matter of its capability, it's a matter of your creativity. :D

Trying out a point cloud, too tired to care fore face indicies:
muja.jpg
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Extracting simple models

Post by SchnelleMeyer »

it's not a matter of its capability, it's a matter of your creativity. :D
- LOL :D - My creativity did indeed get some new energy now that you showed that extracting from this file format actually could be done.

Great news! - I will keep tinkering with it. - Thanks for a great new start.
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Re: Extracting simple models

Post by Acewell »

gofocd wrote:I am applying the same logic in this one(beam_rifle) but I do not get it.
What am I doing wrong?
you were very close, just had the wrong FVF size, it should be 24 in this sample :)
beam_rifle_01_ugx.png
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Re: Extracting simple models

Post by SchnelleMeyer »

In my last posted file and the one in this post - I get what seems like a good point cloud with verts correctly placed.

- What I don't understand is how the point cloud could be good, but the faces are all jumbled up?
The one in this post I have not yet located the UVs, but I am pretty sure I got the FI and verts start adr right so why this result:
Jumbled%20faces.jpg
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Re: Extracting simple models

Post by SchnelleMeyer »

The file
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shakotay2
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Re: Extracting simple models

Post by shakotay2 »

SchnelleMeyer wrote:- What I don't understand is how the point cloud could be good, but the faces are all jumbled up?
wrong start of vertices, wrong FVF size, quads, combined face indices (for vertices/uvs), there's some possible reasons...
Sometimes it's a riddle to be solved.

(Seems it's time to implement a "shifting vertices start" but I'm too busy with a myriad of other things.)
Last edited by shakotay2 on Sat Oct 07, 2017 5:53 pm, edited 1 time in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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Re: Extracting simple models

Post by SchnelleMeyer »

shakotay2 wrote:wrong start of vertices, wrong FVF size, quads, combined face indices (for vertices/uvs), there's some possible reasons...
Sometimes it's a riddle to be solved.
Allright, I know for the car model that I have the wrong start adr of the vertices and I can rule out the other things you mentioned:D
File is sequential, no quads (would be rare for game models I think), UVs and vers are not combined..
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Re: Extracting simple models

Post by SchnelleMeyer »

Got it down now. Only UVs have some unwanted long lines.
good mesh Uvs need tuning.PNG
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Re: Extracting simple models

Post by shakotay2 »

SchnelleMeyer wrote:Got it down now.
Great! :) (One of a thousand who understands how to use the tool. :D )
Only UVs have some unwanted long lines.
yep, have a look at testUVs.obj - that's strange...
[...]
v 0.902396 0.752382 0.0
v 0.646514 0.752329 0.0
v -43.591232 42.195259 0.0
v -44.017876 42.181988 0.0
v -44.092621 44.584675 0.0
v 0.634765 0.693675 0.0
v 0.616010 0.697266 0.0

btw: it's 'v' instead of 'vt' because it was the simplest way for me to get the uvs displayed (as faked vertices)

manual correction:
car_plymouth_old.jpg
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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