can anyone looking into this if they got time. I'm a n00b at findingfloats, and can't seem to find any logical xyz coordinates. I'm not even sure the first ones I'm pulling out are even vertices.. maybe there bone positions
http://www.datafilehost.com/download.php?file=13f7272e
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Rohan Online: GMF Models
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This game looks petty good that why I am interest!
Here is what I found about GMF:
Here is what I found about GMF:
Code: Select all
Since this one out-dated, so I deleted it. See the new formats below
Last edited by fatduck on Thu Aug 30, 2007 11:32 pm, edited 2 times in total.
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http://www.bibabibo.net/A.rar
Here guy, a plenty of GMF file (6M compressed), many of them is ver 1000, abit different from 900 and 1200, hope you findout soon ^^
If you needed a texture, I will upload later
Regards,
Here guy, a plenty of GMF file (6M compressed), many of them is ver 1000, abit different from 900 and 1200, hope you findout soon ^^
If you needed a texture, I will upload later
Regards,
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Holy shit! I was wrong about the format before! I think the 1st and the 2nd section should be another mesh with bone/skin data!
Does this game use Normal Map, Specular Map etc!? It seem to have more than 1 layer of texture coordinate as well!
And also there should have some external skeleton files as well as animation files!
Could you upload:
1. Texture files for the about mesh
2. Material files
3. Skeleton files and/or animation files
PS: I think ver 900 and 1000 are the same! Will post the new format I found later.
Does this game use Normal Map, Specular Map etc!? It seem to have more than 1 layer of texture coordinate as well!
And also there should have some external skeleton files as well as animation files!
Could you upload:
1. Texture files for the about mesh
2. Material files
3. Skeleton files and/or animation files
PS: I think ver 900 and 1000 are the same! Will post the new format I found later.
Hey guys, here http://www.bibabibo.net/Data.rar (9M)
GAF file is for animation
GRF file is material
GTX file is texture
GMF is mesh, of course ^_^
As I see, Rohan just used standard texture, not normal map.
Next day I will upload bigger package containt all monster data ^_^
GAF file is for animation
GRF file is material
GTX file is texture
GMF is mesh, of course ^_^
As I see, Rohan just used standard texture, not normal map.
Next day I will upload bigger package containt all monster data ^_^
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OK, here is what I got so far!
I use the "0bear01_01.gmf" as base and wonder if "m_bear101.grf" exist? Otherwise the name for looking up the material use internal name for it!? Maybe there are some script/info file to control the conbination of all sort of files together.
Format of the Mesh/Geometry file: GMF
Strange enough there are 3 meshes in one GMF, all with same verts and faces count!? And the direction of V texture coordinate in mesh 1 oppisite in Mesh 2 and Mesh 3. Mesh 2 usually divided in small pieces like for the explosiion!?
Format of the material file: GRF
Format of the Skeleton file: GSF
Format of the Animation file: GAF
The last one texture file: GTX is actually DDS file. Just rename it will do.
I havn't tested the skeleton and animation file so not sure if they are correct!
I use the "0bear01_01.gmf" as base and wonder if "m_bear101.grf" exist? Otherwise the name for looking up the material use internal name for it!? Maybe there are some script/info file to control the conbination of all sort of files together.
Format of the Mesh/Geometry file: GMF
Strange enough there are 3 meshes in one GMF, all with same verts and faces count!? And the direction of V texture coordinate in mesh 1 oppisite in Mesh 2 and Mesh 3. Mesh 2 usually divided in small pieces like for the explosiion!?
Code: Select all
==============
Header Section
==============
char[4] header //CMF
dword ver //Version
dword ??
dword nMLen //length of material name
char[nMLen] sMtl //material name(internal)??
==============
Mesh 1 Section
==============
dword nVerts //Verts count
dword nFaces //Faces count
dword ??
dword nLayer //No. of UV layers
*dword ?? //appears in version 1200 only
struct VertPool {
float X 3 posXYZ //Position XYZ
float X 3 norXYZ //Normal XYZ
byte X 7 ?? //always FF
dword ?? //always 0
struct TexCoord {
float X 2 uv
} TexCoord[nLayer]
dword nABone //No. of Bones for this vert
struct BoneSkin { //appears when bFlag == 1
dword nBLen //length of Bone name
char[nBLen] sBone //Bone name
float wgt //Bone weight
float X 3 //another set of position ??
float X 3 //another set of normal ??
} BoneSkin[nABone]
} VertPool[nVerts]
struct Face {
dword nIdx1 //Face index 1
dword nIdx2 //Face index 2
dword nIdx3 //Face index 3
} Face[nFace]
==============
Mesh 2 Section
==============
dword nLOD //always 20
dword nPart //No. parts of this mesh
struct MeshPart {
dword nBone //No. bones for this part
struct BonesData {
dword nLen //length of bone name
char[nLen] sBName //Bone name
} BonesData[nBone]
dword nFidx //face index count
struct face {
word f1 //face index 1
word f2 //face index 2
word f3 //face index 3
} face[nFidx/3]
dword nVert //vert count
struct vertPool {
float X 3 vt //Position xyz
byte X 4 ?? //Vert color??
float X 3 norl //Normal
float X 3 ??
*dword ?? //appears in version 1200 only
float X 2 uv //Texture coordinate
*float X ?? //7 bytes for ver 1200, 5 for the others
} vertPool[nVert]
} MeshPart[nPart]
==============
Mesh 3 Section
==============
Same as Mesh 2 Section
Code: Select all
char[4] header //CRF
dword ver //Version
dword nMLen //length of material name
char[nMLen] sMtl //material name (Internal name)??
byte X 4 colAmb //Ambient Color RGB, 4th byte possibly not used
byte X 4 colDif //Diffuse Color RGB
byte X 4 colSpc //Specular Color RGB
byte X 4 ?? //possibly another color
dword nTex //Texture count
byte ?? //always 1, terminator
struct Texture {
dword nTLen //length of Texture name
char[nMLen] sTex //texture name
} Texture[nTex]
Code: Select all
char[4] header //CSF
dword ver //Version
dword nBones //Bones count
struct Bone {
dword nBLen //length of Bone name
char[nBLen] sBone //Bone name
float X 3 pos1 //Position XYZ
float X 4 rot1 //Rotation Quat XYZW
float X 3 pos2 //another set of Position XYZ ??
float X 4 rot2 //another set of Rotation Quat XYZW ??
dword nPLen //length of Parent name
char[nBLen] sPBone //Parent name
dword nChild //Children count
struct ChildBone {
dword nCLen //length of Child name
char[nBLen] sCBone //Child name
} ChildBone[nChild]
} Bone[nBones]
Code: Select all
char[4] header //CAF
dword ver //Version
float fTime //Length of this animation in second
dword ?? //always 1, No. of amnimation ??
dword nBones //No. of bones
struct Animation {
dword nBLen //length of Bone name
char[nBLen] sBone //Bone name
dword nKeys //no. of key frames
struct KeyData {
float fKTime //key time
float X 3 posXYZ //position XYZ
float X 4 rotXYZW //rotation quat XYZW
} KeyData[nKeys]
} Animation[nBones]
I havn't tested the skeleton and animation file so not sure if they are correct!
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