Here's a sample DXG file...I'm sure it's a DirectX Geometry file.
You guys are doing so well with everything with this game!
It's an outhouse.
Thanks again guys.
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MX vs ATV Unleashed (PC) - DXG Model Format
MX vs ATV Unleashed (PC) - DXG Model Format
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I found the perfect example they left 2 of the same models in there but in different formats one is SLT (the 3d format)
And the other is DXG (the game file) so if someone can work out how to convert the dxg 2 slt and back again that would be it
3d files
http://www.mcm2extreme.com/uploads/monstertruck6.zip
And the golf cart is in there lol
Extreme
And the other is DXG (the game file) so if someone can work out how to convert the dxg 2 slt and back again that would be it
3d files
http://www.mcm2extreme.com/uploads/monstertruck6.zip
And the golf cart is in there lol
Extreme
DXG format
I personaly have not heard of a directx geometry format, however the dxg file you have here is most definately a model format.
if you jump to offset 0x014E you'll see:
following these data will be a triangle strip style list of faces. Each item in this list is a word(unsighed short) vertex buffer index. The length of this list is described as above(in this case 0x01B0 items, 0x0360 bytes).
Next up will be the list of vertices(in this case 0x011B verts). Each vertex has 8 floats (in this case total size of vertex buffer is 0x2360). I'm going to make a wild assumption, and say that the vertex format is as follows:
This is the most standard format for simple verts, I'd be very surprised if it was incorrect.
I haven't looked much at the data in the header before these data. I'm guessing it will list name of model, bounding box, material properties(including a link to a texture or two), possibly scaling and/or origin, and maybe other properties used for physics. To make a converter from this point, one would only have to figure out the header data.
Hopefully this helps.
if you jump to offset 0x014E you'll see:
Code: Select all
word VertexCount;
word TriangleStripLength;
Next up will be the list of vertices(in this case 0x011B verts). Each vertex has 8 floats (in this case total size of vertex buffer is 0x2360). I'm going to make a wild assumption, and say that the vertex format is as follows:
Code: Select all
float x;
float y;
float z;
float normalx;
float normaly;
float normalz;
float tu;
float tv;
I haven't looked much at the data in the header before these data. I'm guessing it will list name of model, bounding box, material properties(including a link to a texture or two), possibly scaling and/or origin, and maybe other properties used for physics. To make a converter from this point, one would only have to figure out the header data.
Hopefully this helps.
Hunter it looks like u know what u r talking about but u have lost me a bit there sorry, I don’t even know how to look In the header.
all this code is very new to me
I know the SLT is the geometry and it looks like its inside the dxg we have a max plugin that exports to SLT its use for a game called mcm2
Iv got a small program that converts a slt 2 lwo if that would help anyone?
P.S whats the best program to look into the headers and the code
Thanks
Extreme
all this code is very new to me
I know the SLT is the geometry and it looks like its inside the dxg we have a max plugin that exports to SLT its use for a game called mcm2
Iv got a small program that converts a slt 2 lwo if that would help anyone?
P.S whats the best program to look into the headers and the code
Thanks
Extreme
Yeah Iv made a few hundred of them on my site
http://www.mcm2extreme.com/files/pafile ... egory&id=6
The slt isn’t the problem its getting the dxg to slt
Thanks
http://www.mcm2extreme.com/files/pafile ... egory&id=6
The slt isn’t the problem its getting the dxg to slt
Thanks
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Well, I'mnot saying *I* could write a converter,I'm just saying I see there's similarities that should make it possible, theoretically. Bruce's comment however makes it more difficult, as extra capabilities are unknown to me.
There are more coders out here though, perhaps anyone can give a shot at creating a converter.
I'm not really that much into graphic formats, others should perhaps qualify more?
There are more coders out here though, perhaps anyone can give a shot at creating a converter.
I'm not really that much into graphic formats, others should perhaps qualify more?