Hi! Thanks to the tools on this page:
http://www.geocities.jp/junk2ool/netgame.html
we can now see the model files from prius online.
I have attached a zip containing everything needed to analyze the model format:
http://www.2shared.com/file/dWMEVNK7/adventurer.html
632kb
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
PRIUS online model format
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- Rimbros
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Re: PRIUS online model format
Thanks pixe greath contribution man.
Renders Art by Rimbros
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
http://s303.photobucket.com/albums/nn12 ... E/Renders/
Personal Game repository samples, send PM
Re: PRIUS online model format
Very much thnx indeed.
This is a huge step forward.
Although I don't realy know anything about this stuff, i think it can't be that hard to decifer a model.
Every model exists out of 2 files ive never seen before, and a bunch of textures.
The .cmi file is the mesh and the .mst looks like a note with specifications of the model: which textures and scale and thinks like that.
So seems pretty clear to me although i don't know how to go further then reading whats to read
This is a huge step forward.
Although I don't realy know anything about this stuff, i think it can't be that hard to decifer a model.
Every model exists out of 2 files ive never seen before, and a bunch of textures.
The .cmi file is the mesh and the .mst looks like a note with specifications of the model: which textures and scale and thinks like that.
So seems pretty clear to me although i don't know how to go further then reading whats to read
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Re: PRIUS online model format
There might just be some kind of importer soon *hint* but time will tell
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Re: PRIUS online model format
Spent about 20 mins comparing files and writing down some patterns.
mst files specify stuff to load and other properties. From this we can conclude that
cmi files contain models
cai files contain animations.
For the cmi file, the header and bone structs are parsed fine. The material section and the section after that is odd, but there is some pattern.
Each vertex struct is 21 bytes. Some files have 32 bytes.
To me, that's a weird number. Maybe there are half-floats involved?
Face section is straightforward.
There are a bunch of shorts after the face section, equal to the number of faces.
Most of them are 1's, but I've seen some 2's and 8's (random). This most likely has something to do with the faces. I suggested maybe it's the material index used (like how direct3d .x files specify face material using indices), but most of the models only have one mesh and one material o.O
A character (which you expect to be multi-mesh) is broken down into different files, each with a single mesh, a bunch of bones, and one material.
mst files specify stuff to load and other properties. From this we can conclude that
cmi files contain models
cai files contain animations.
For the cmi file, the header and bone structs are parsed fine. The material section and the section after that is odd, but there is some pattern.
Each vertex struct is 21 bytes. Some files have 32 bytes.
To me, that's a weird number. Maybe there are half-floats involved?
Face section is straightforward.
There are a bunch of shorts after the face section, equal to the number of faces.
Most of them are 1's, but I've seen some 2's and 8's (random). This most likely has something to do with the faces. I suggested maybe it's the material index used (like how direct3d .x files specify face material using indices), but most of the models only have one mesh and one material o.O
A character (which you expect to be multi-mesh) is broken down into different files, each with a single mesh, a bunch of bones, and one material.
Code: Select all
#Prius Online cmi format
#header
dword idstring (CMI\20)
word unk1
word unk2
word numBones
numBones bone { (maybe)
word boneIndex?
word charLen
charLen boneName
float_16 matrix
}
struct material {
word unk (mat number?)
word charLen
charLen materialName
word charLen
charLen diffuseName
word charLen
charLen textureName (may not exist)
word charLen
charLen normalTex Name (may not exist)
unk bytes
}
#unk section
(variable amount, unknown cause)
#vertex section
word numVerts
numVerts vertex {
21 or 32 bytes
}
#face section
dword numIndices (numFaces = numIndices / 3)
numFaces face {
word_3 indices
}
numFaces materialUsed { (no idea)
word matIndex? (1-based)
}
#unk section
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- CriticalError
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Re: PRIUS online model format
wow very interesting finally nice work mate maybe somebody can give you a hand in it like chrox
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Re: PRIUS online model format
I was working on this format i am trying to find the mesh scale I believe the first "bone"
is actually a scale matrix but i am not quite sure how to apply this.
is actually a scale matrix but i am not quite sure how to apply this.