Hi guys,
I'm trying to figure out the structure of these model files and can't really seem to figure them out. They're similar to the .bsc files in some ways (see my other topic), and yet not similar (don't know if that makes sense? lol). Anyways, would you guys be as so kind to help me out on this?
Here's the files I've uploaded a bunch of obj files used in this game. (I've found that some are different in structure somewhat, like the wing_120.obj is different from aura_010.obj for some reason)
http://bout.evolutiongames.net/download ... 0files.zip
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[Noesis] Need help analyzing these "obj" files
- shakotay2
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Re: [Noesis] Need help analyzing these "obj" files
wing_120.obj is rather simple when starting from 0x12990 (I think you already got it ?):Alsair wrote:Anyways, would you guys be as so kind to help me out on this?
verts format 3 floats, 3 floats (normals), DW (4x FF) 2 floats (tex), 2 DW
Code: Select all
# L:\tmp\wing_120.obj
g submesh_1
# 1. 12990:
v 9.561472 0.569448 -17.335211
# -0.233612 0.946877 -0.221020
# FF FF FF FF
vt 0.982946 0.451261
# 00 00 00 00 00 00 00 00
v 30.158304 0.569457 -40.130482
# -0.520701 0.348508 -0.779367
# FF FF FF FF
vt 0.750353 0.487322
# 00 00 00 00 00 00 00 00
v 36.303497 -0.376772 -41.008362
# 0.547735 0.000000 -0.836652
# FF FF FF FF
vt 0.715815 0.523658
# 00 00 00 00 00 00 00 00
v 16.760126 -0.376782 -11.365590
# 0.834879 0.000000 0.550433
# FF FF FF FF
vt 0.983805 0.523860
# 00 00 00 00 00 00 00 00
v 9.561472 -1.323012 -17.335211
# -0.475821 -0.762762 -0.437937
# FF FF FF FF
vt 0.982946 0.451261
# 00 00 00 00 00 00 00 00
v 30.158304 -1.323004 -40.130482
# -0.368984 -0.504536 -0.780573
# FF FF FF FF
vt 0.750353 0.487322
# 00 00 00 00 00 00 00 00
v 9.561472 -1.323012 -17.335211
# -0.475821 -0.762762 -0.437937
# FF FF FF FF
vt 0.980823 0.437640
# 00 00 00 00 00 00 00 00
v 30.158304 -1.323004 -40.130482
# -0.368984 -0.504536 -0.780573
# FF FF FF FF
vt 0.748335 0.473690
# 00 00 00 00 00 00 00 00
v 30.158304 -1.323004 -40.130482
# -0.368984 -0.504536 -0.780573
# FF FF FF FF
vt 0.737870 0.478408
# 00 00 00 00 00 00 00 00
# 12b1c:
# 2. 12b1c:
f 1 3 2
f 3 1 4
f 5 3 4
f 3 5 6
f 7 2 8
f 2 7 1
f 9 2 3
12b46:
# face index min/max: 1 / 9
g submesh_2
# 1. 12bc0:
v 2.562319 1.625291 -1.883709
# 0.369084 -0.182509 0.911300
# FF FF FF FF
vt 0.478277 0.393565
# 00 00 00 00 00 00 00 00
[...]
#g submesh_27
[...]
Last edited by shakotay2 on Sat Jul 20, 2013 9:10 am, edited 1 time in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Re: [Noesis] Need help analyzing these "obj" files
How would I know how many verts to read for each mesh piece, and what about faces?
- shakotay2
- MEGAVETERAN
- Posts: 4291
- Joined: Fri Apr 20, 2012 9:24 am
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Re: [Noesis] Need help analyzing these "obj" files
2 bytes after CC-block: DW vertscount and DW faceindexcount (= 3 * facecount), indices unsigned int (2 bytes)
0x012950 CC CC CC CC CC CC 00 00 09 00 00 00 15 00 00 00 -> 9 vertices (9 normals, 9 tex), 7 faces
0x012950 CC CC CC CC CC CC 00 00 09 00 00 00 15 00 00 00 -> 9 vertices (9 normals, 9 tex), 7 faces
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Re: [Noesis] Need help analyzing these "obj" files
Looks like my task would be to figure out what the data prior to that is.
I think it may be anim data or something cause the mini_xxx have an independent animation for each one, and doesn't follow the global skeleton file, I can't confirm this 100% though.
There should be a standard used in all obj files though, like some appear quite different, but there may be a reason as to why.
Edit:
The first portion of the file is definitely the structure of the .bon files. It appears the .bon file is merged with the .bsc file and they named it .obj.
I think it may be anim data or something cause the mini_xxx have an independent animation for each one, and doesn't follow the global skeleton file, I can't confirm this 100% though.
There should be a standard used in all obj files though, like some appear quite different, but there may be a reason as to why.
Edit:
The first portion of the file is definitely the structure of the .bon files. It appears the .bon file is merged with the .bsc file and they named it .obj.