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Extracting simple models
Re: Extracting simple models
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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- shakotay2
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Re: Extracting simple models
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?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Re: Extracting simple models
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.shakotay2 wrote:there were about 59 people killed in Vegas yesterday so you'll excuse me ignoring this request for rifles...
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
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?
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
not big-endian me thinks, and low poly lookinggofocd 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.
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Re: Extracting simple models
Thank you very much.AceWell wrote:not big-endian me thinks, and low poly looking
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.
- shakotay2
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Re: Extracting simple models
it's not a matter of its capability, it's a matter of your creativity.SchnelleMeyer wrote:Would this be something Hex2Obj is capable of extracting?
Trying out a point cloud, too tired to care fore face indicies:
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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?"
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
- LOL - My creativity did indeed get some new energy now that you showed that extracting from this file format actually could be done.it's not a matter of its capability, it's a matter of your creativity.
Great news! - I will keep tinkering with it. - Thanks for a great new start.
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Re: Extracting simple models
you were very close, just had the wrong FVF size, it should be 24 in this samplegofocd wrote:I am applying the same logic in this one(beam_rifle) but I do not get it.
What am I doing wrong?
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Re: Extracting simple models
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:
- 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:
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Re: Extracting simple models
The file
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Re: Extracting simple models
wrong start of vertices, wrong FVF size, quads, combined face indices (for vertices/uvs), there's some possible reasons...SchnelleMeyer wrote:- What I don't understand is how the point cloud could be good, but the faces are all jumbled up?
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?"
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
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:Dshakotay2 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.
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
Got it down now. Only UVs have some unwanted long lines.
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Re: Extracting simple models
Great! (One of a thousand who understands how to use the tool. )SchnelleMeyer wrote:Got it down now.
yep, have a look at testUVs.obj - that's strange...Only UVs have some unwanted long lines.
[...]
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:
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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?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"