having issues converting files from .o3d to .x or .obj, its from a game called flyff, and people have been modding .dds files for client side of the game but i was wanting to try modding the 3d files in a modeler. someones done it already but not explaing much on how.
post:
http://forum.ragezone.com/f206/flyff-re ... ost2651398
Game:
http://flyff.gpotato.com/
sample file: see below.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
.o3d format conversion help.
.o3d format conversion help.
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Your post above didn't help me! But I had figured the format out already!
Code: Select all
--------------
Header section
--------------
byte uknCount1
struct uknData1 {
byte
} uknData1[uknCount1]
dword ?? //always 0x15
byte X 4 //??
dword X 8 ?? //always 00
byte X 39 //??
dword ?? //always 0x3E
dword ?? //always 0x3F
byte flag1 //??
byte flag2
byte flag3
byte flag4
byte flag5
struct uknData2 {
float X 3
} uknData2[flag2]
dword //??
dword //??
dword //??
dword lodCount
------------
Mesh Section
------------
struct LODmesh {
dword X 2
dword uknCount3 //?? Something related to bones
struct uknData3 (
dword
} uknData3[uknCount3]
dword
dword nTermimator //0xFFFFFFFF
float X 16 Matrix4X4 //transformation
float X 6 BBox //?? Bounding Box
byte X 40 //always 00
dword XCount //?? Vert Shader
dword VtCount //verts count
dword FcCount //face count
dword FcSize //Face indices size
struct XData {
float X 3
} XData[XCount]
struct VertPool {
float X 3 posXYZ
float weight1
float weight2
word Bone1
word Bone2
float X 3 NormalXYZ
float X 2 UV
} VertPool[VtCount]
struct Face {
word idx1
word idx2
word idx3
} Face[FcCount]
struct XIndex {
word idx
} XIndex[VtCount]
dword XXCount //same as XCount
struct XXData {
dword
} XXData[XXCount]
----------------
material section
----------------
dword
dword MatCount //?? *material count(even MatCount = 0, still have material)
struct Material {
float x 3 colorRGBA
float x 3 colorRGBA
float x 3 colorRGBA
float x 3 colorRGBA
dword //always 00
dword TexLeg
char[TexLeg] szTexture
} Material[MatCount]
dword matIDCount //face material count
struct FaceMatID {
dword //always 0
dword MFcCount //face for this MatID
dword MatID
dword //always 4
byte X 120 //all 00
} FaceMatID[matIDCount]
} LODmesh[lodCount]
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i was hoping it did, it was the dx controls im guessing , but inside the .exe and awesome ! waited so long for this.fatduck wrote:Your post above didn't help me! But I had figured the format out already!
now to just get a way to export it into .obj or something similar
Last edited by db. on Wed Oct 17, 2007 2:26 pm, edited 1 time in total.
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The extention .o3d was used by the 3D model format in "Darkstone". The editor for that format is called MakeO3D.
Google for make03d to find the editor. If that will open your files, then ask on the Darkstone Forum for help- some people have done custom models for that game and may have info on exporting o3d to some other format.
Google for make03d to find the editor. If that will open your files, then ask on the Darkstone Forum for help- some people have done custom models for that game and may have info on exporting o3d to some other format.
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You are the 3D model format god!fatduck wrote:Your post above didn't help me! But I had figured the format out already!
Would you mind having a look at this thread? viewtopic.php?t=2546
We already collected some information, but some stuff is still missing.
Re: .o3d format conversion help.
I have a primitive converter but i want to convert it really not just half :/
Maybe ill figure that stuff thats left out soon (Bones, Animation, Some files just are different..)
Maybe ill figure that stuff thats left out soon (Bones, Animation, Some files just are different..)