After succesfully extracting the archives from Offroad Legends (https://zenhax.com/viewtopic.php?p=62852#p62852), I need to get the 3D models. The 3D models are in .geo format and they have the MAGIC of "H3DG". Can anybody help me? There's also a "H3D" format in the car's folder but that seems to be an XML for the car's properties. Also, if you're gonna make any importers for programs, keep in mind I use Blender.
Sample (GEO): https://www.mediafire.com/file/hh7ej3up ... s.geo/file
Sample (H3D) if it is required: https://www.mediafire.com/file/ncd0hntk ... s.h3d/file
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Offroad Legends GEO/H3D model file, convertor?
- shakotay2
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Re: Offroad Legends GEO/H3D model file, convertor?
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Last edited by shakotay2 on Mon Mar 15, 2021 10:50 pm, edited 2 times 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?"
- shakotay2
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Re: Offroad Legends GEO/H3D model file, convertor?
I followed the tutorial. (see 'tut' button in hex2obj)
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: Offroad Legends GEO/H3D model file, convertor?
Thx, would be cool to get the positions of the parts.
- shakotay2
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Re: Offroad Legends GEO/H3D model file, convertor?
Speaking of which parts? Wheels for example? May be they're in a different file?
Well, I see. You mean the doors, that's a little big tricky, I guess (.h3d file might contain the infos).
Well, I see. You mean the doors, that's a little big tricky, I guess (.h3d file might contain the infos).
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?"
- ReVolt
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Re: Offroad Legends GEO/H3D model file, convertor?
Oof. How do I make it so the model exported is not flat? I found out the exported mesh is not smooth.
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Re: Offroad Legends GEO/H3D model file, convertor?
<please avoid double postings! You can edit your posts>
"not flat"?
(I've corrected the vertex start in my first post to 5C, btw.)
For the parts: devide the model up like so (right door, vertRStart="3618" vertREnd="3625"):Use tx,ty,tz as an offset. (Didn't check this.)
edit:
change the obj file like so:
...
f 3612 3616 3614
f 3616 3613 3617
g SM_7b
f 3615 3614 3618
f 3618 3617 3615
f 3614 3616 3618
f 3617 3618 3616
f 3619 3620 3621
f 3621 3622 3619
f 3623 3622 3621
f 3624 3623 3621
f 3624 3621 3625
f 3621 3626 3625
g SM_7c
f 3627 3628 3629
f 3629 3630 3627
. As you can see it's a little bit tricky. I got one face to much.
"not flat"?
(I've corrected the vertex start in my first post to 5C, btw.)
For the parts: devide the model up like so (right door, vertRStart="3618" vertREnd="3625"):
Code: Select all
<Mesh name="fallpart_rdoor" material="$path$/carry_chassis#carry_chassis" tx="-0.750686" ty="0.492256" tz="0.279097" batchStart="10239" batchCount="579" vertRStart="3415" vertREnd="3617">
<Mesh name="#fallpart_rdoor" material="$path$/carry_chassis#carry_window" batchStart="10818" batchCount="18" vertRStart="3618" vertREnd="3625" />
</Mesh>
edit:
change the obj file like so:
...
f 3612 3616 3614
f 3616 3613 3617
g SM_7b
f 3615 3614 3618
f 3618 3617 3615
f 3614 3616 3618
f 3617 3618 3616
f 3619 3620 3621
f 3621 3622 3619
f 3623 3622 3621
f 3624 3623 3621
f 3624 3621 3625
f 3621 3626 3625
g SM_7c
f 3627 3628 3629
f 3629 3630 3627
. As you can see it's a little bit tricky. I got one face to much.
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Last edited by shakotay2 on Mon Mar 15, 2021 11:17 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?"
- ReVolt
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Re: Offroad Legends GEO/H3D model file, convertor?
The 3D model in the preview is fine, but when I exported the 3D model as obj, it is flat.shakotay2 wrote: ↑Mon Mar 15, 2021 11:10 pm <please avoid double postings! You can edit your posts>
"not flat"?
(I've corrected the vertex start in my first post to 5C, btw.)
For the parts: devide the model up like so (right door, vertRStart="3618" vertREnd="3625"):Use tx,ty,tz as an offset. (Didn't check this.)Code: Select all
<Mesh name="fallpart_rdoor" material="$path$/carry_chassis#carry_chassis" tx="-0.750686" ty="0.492256" tz="0.279097" batchStart="10239" batchCount="579" vertRStart="3415" vertREnd="3617"> <Mesh name="#fallpart_rdoor" material="$path$/carry_chassis#carry_window" batchStart="10818" batchCount="18" vertRStart="3618" vertREnd="3625" /> </Mesh>
Also this might be a dumb question but how do I find a 5 digit address?
how do I make it so it doesn't split the mesh up into "submesh"?
Well thanks for all the info, wish there was a proper importer for this stuff.
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Re: Offroad Legends GEO/H3D model file, convertor?
which address are you talking of?
delete g submesh_x lines in obj filehow do I make it so it doesn't split the mesh up into "submesh"?
Proper importers take time to write.Well thanks for all the info, wish there was a proper importer for this stuff.
(Best thing would be you'd learn how to create a Noesis script, for example.)
Placing a part:
-----------------
Right door, median in blender:
0.03291 0.12206 0.04862
add (from .h3d): tx="-0.750686" ty="0.492256" tz="0.279097"
result, correct "absolut" position:
-0,717776 0,614316 0,327717
(manually dragged,for comparison only)
-0.71511 0.63207 0.32835
. (again an extra face, sorry )
You do not have the required permissions to view the files attached to this post.
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?"
- ReVolt
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Re: Offroad Legends GEO/H3D model file, convertor?
The extra faces could be easily fixed by just seperating them and joining them to the corresponding part.shakotay2 wrote: ↑Mon Mar 15, 2021 11:42 pmwhich address are you talking of?delete g submesh_x lines in obj filehow do I make it so it doesn't split the mesh up into "submesh"?
Proper importers take time to write.Well thanks for all the info, wish there was a proper importer for this stuff.
(Best thing would be you'd learn how to create a Noesis script, for example.)
Placing a part:
-----------------
Right door, median in blender:
0.03291 0.12206 0.04862
add (from .h3d): tx="-0.750686" ty="0.492256" tz="0.279097"
result, correct "absolut" position:
-0,717776 0,614316 0,327717
(manually dragged,for comparison only)
-0.71511 0.63207 0.32835
.
rightDoor_position.png
(again an extra face, sorry )
But I'm confused. What would I add to the H3D position? (Ohh, I get it, you're adding to the median. Where would I find the median? Keep in mind I'm using the latest version of blender.)
For the five-digit address, I mean a hex address, like this: 24366
- shakotay2
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Re: Offroad Legends GEO/H3D model file, convertor?
I don't use the latest version. Try edit mode, then press 'N'
You load the .geo into a hex editor and choose the (offset) addresses to be shown as hex.For the five-digit address, I mean a hex address, like this: 24366
Most hex editors have a "goto" feature where you enter said address. Or simply scroll down in the view of data.
Or, if you meant, "how to find start address of face indices", it's DWords here, so search for 000000000100000002000000
Good night.
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?"
- ReVolt
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Re: Offroad Legends GEO/H3D model file, convertor?
Got the maz truck 3d model converted. Now here's the hard part: UVs? How do I get them? the tut doesn't seem that all too helpful on that topic.
- shakotay2
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Re: Offroad Legends GEO/H3D model file, convertor?
Great!
There's hundreds of possibilities how 3D data can be organized. You wouldn't expect me to decsribe them all, would you?Now here's the hard part: UVs? How do I get them? the tut doesn't seem that all too helpful on that topic.
The magic word is "experience" - you just need to extract at least a dozen of different 3D formats to learn more.
I usually spend 15 min on new formats - these are eaten up three times here.
Search for uvs in the block from 0xCCB0 to 0x1BB22, normals to be found here, too, I guess.
btw: reh already gave you an uv address in your other thread
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?"