I guess the DME files (header DMOD) contain the model data.
I see some things at the end of the file that look like uncompressed vertex lists but I'm unable to find handy stuff like size/number-of-variables to make sense of the whole thing... Anybody more experienced wants to take a crack at it?
Here are a bunch of DME files of different sizes as sample: http://www.filefactory.com/file/a0a76f3 ... ms_dme_rar
Thanks!
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Free Realms DME format
Re: Free Realms DME format
Nobody interested or is it too difficult?Zipslow wrote:I guess the DME files (header DMOD) contain the model data.
I see some things at the end of the file that look like uncompressed vertex lists but I'm unable to find handy stuff like size/number-of-variables to make sense of the whole thing... Anybody more experienced wants to take a crack at it?
Here are a bunch of DME files of different sizes as sample: http://www.filefactory.com/file/a0a76f3 ... ms_dme_rar
Thanks!
Re: Free Realms DME format
Nice work
Is it an existing format? Or can you post your format findings?
Maybe with some more digging the normals and UVs can also be found...
Is it an existing format? Or can you post your format findings?
Maybe with some more digging the normals and UVs can also be found...
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Re: Free Realms DME format
Here is my version of the format!
char[4] headerID //DMOD
dword version
dword ofsMesh
char[4] MaterialID?? //DMAT
dword ?? //always 1
dword cLen
char[cLen] texString //conatins Texture names
...
right in the ofsMesh
dword ??
dword ??
dword ??
float_6 BBox
dword ??
dword ??
dword ??
dword ??
dword ??
dword VTsize
dword numVert
dword FaceType??
dword numFaceIndices
struct Vert {
float_3 coordXYZ
float_3 normalXYZ
*byte_4 boneID //only on skinned models
*float_3 weight //??with -ve value??
}
struct face {
word_3 index123
}
and some meshes might have another part of face and might even use triangle-strips as well!
Good Luck!
char[4] headerID //DMOD
dword version
dword ofsMesh
char[4] MaterialID?? //DMAT
dword ?? //always 1
dword cLen
char[cLen] texString //conatins Texture names
...
right in the ofsMesh
dword ??
dword ??
dword ??
float_6 BBox
dword ??
dword ??
dword ??
dword ??
dword ??
dword VTsize
dword numVert
dword FaceType??
dword numFaceIndices
struct Vert {
float_3 coordXYZ
float_3 normalXYZ
*byte_4 boneID //only on skinned models
*float_3 weight //??with -ve value??
}
struct face {
word_3 index123
}
and some meshes might have another part of face and might even use triangle-strips as well!
Good Luck!
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Re: Free Realms DME format
Zipslow,
Can you tell me how can I extract the Assets_000.dat - Assets_005.dat files ?
I received any information now about the vertex structures and I would like to test it.
Can you tell me how can I extract the Assets_000.dat - Assets_005.dat files ?
I received any information now about the vertex structures and I would like to test it.
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Re: Free Realms DME format
Zipslow,
I released the 3D Object Converter v4.80 full/portable and update package now (with the improved .dme loader module).
You can update your installed application (version>=4.0) quickly and easily using the auto-update function (Help/Check for updates…).
I released the 3D Object Converter v4.80 full/portable and update package now (with the improved .dme loader module).
You can update your installed application (version>=4.0) quickly and easily using the auto-update function (Help/Check for updates…).