Does anyone have all of the backlogged files? Some of the versions could rip certain models that don't rip properly anymore.
I keep three versions currently, I have one from a few weeks back, one slightly later and one that's the newest... I wish I'd kept them all instead of overwriting them. Then I'd have maximum compatibility...Oh well...
On a side note, OBJ is a REALLY simple format... I could probably write one by hand...
The vertex coords are stored in CCS as 2 byte signed int's correct? that means... everything up to 32767, and down to -32767, right?
I'm considering trying to get geometry from some of these small MDL chunks I'm seeing in 2bcfz0... Oh, by the way, the average character model should have (give or take) 1500 triangles. (I got that my looking at the Endrance statue part of the Crystal.CCS rip... I found something in 2bcfz0 that seemed to be about 1700... I'm not certain if that's a full model or some random data... and I forgot where it was in the file... it may have been the CMP chunk... I should look into the CMP chunks of some weapon models...
Ok, here is what I know so far... (Not including CCS PDF Info)
Code: Select all
2bcfz0's 0x00001CC0 0008CCCC MDL Chunk
[0xNumbers in braces] indicate Hexadecimal offsets, or the values stored at those offsets.
0xNumbers out of braces are actual hexadecimal values
MDL Chunk Definitions:
Assuming this chunk starts at [0x0]
[0x0] 4 bytes, title CCCC0800 (0x0008CCCC)
[0x4] 4 bytes, #*4 = size of chunk starting from 0x8 (0x39, 57)
[0x8] 4 bytes, # = Chunk ID Number (0x43, 67)
[0x24] 4(2?) bytes, # = number of vertices (0x08, 8)
[0x28] 4 bytes, #*4 = size of block starting at [0x4]'s data (0x90, 144)
[0x2C] start of Vertex pool... Length of vertex pool is [0x24]*6 (=0x30, 48)
[0xEnd of Vertex Pool](0x5C) Start of Connection Pool... Length is the rest of the Chunk
Vertex Pool Block definitions:
Assuming the start of each vertex is [0x0]...
[0x0] 2 bytes, X coord
[0x2] 2 bytes, Z coord
[0x4] 2 bytes, Y coord
(This is correct as this game uses Z-Y transposition coordinate system, common in many PS2 era games)
Connection Pool Block definitions:
Assuming the start of each connection is [0x0]...
[0x0] 2 bytes, index of vertex. Ranges from 0x0 to 0xThe number of vertices-1 (0x0-0x7 in this case)
[0x2] Connection type.
??? Chunk Definitions:
Theory, Bounding box?
[0x0] 4 bytes, title CCCC2300 (0x0023CCCC)
[0x4] 4 bytes, #*2 = size to end of block from 0xC?
[0x8] 4 bytes, Chunk ID
[0xC] Start of...? Looks like a Vertex pool... Possibly the Bone Pool... (ends at 0x38)
[0xEnd of ??? Pool] Another familiar pool, looks like a Connection Pool... (ends at end of chunk)
CMP Chunk Definitions:
Theory - CMP is the definition for the Skeleton of the model...
Assuming this chunk starts at [0x0]
[0x0] 4 bytes, Name, CCCC0900 (0x0009CCCC)
[0x4] 4 bytes, #*4 = size of chunk from [0x8]
[0x8] 4 bytes, Chunk-belongs-to ID
[0xC] Start of ??? connection pool
[0xEnd of pool] Start of ??? Vertex? pool...
[s]Ok wait... every model has a CMP... so maybe CMP is the UV data and it just isn't documented...? I'm confused! Forte! Where did you get the UV data!?[/s]
Found it... it's in the MAT... duh...
ok, ANM header is CCCC0A00, and I think that's for effect animation. Weapon models (which seem to contain things for effects) have many of these... CCS.PDF has CCCC0700 as an ANM header, this is likely for skeletal animation...
Chunks labeled with dummy in the name are most likely placeholders so that different animations can be linked to those names...
I should note that I'm not posting this because I'm researching Animations or such, I'm merely noticing things and making sure it's documented somewhere, this just happens to be the best place, as my files could get lost, but the forum will still have the info.