Finding vertiesaddress are calculated or
Looking to see what does Hexcode?
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Phyre engine help, Sen no kiseki..
- shakotay2
- MEGAVETERAN
- Posts: 4285
- Joined: Fri Apr 20, 2012 9:24 am
- Location: Nexus, searching for Jim Kirk
- Has thanked: 1147 times
- Been thanked: 2242 times
Re: Phyre engine help, Sen no kiseki..
The tut is for simple models.oamio wrote:Hey, I got find Face index and count but faild to find vertex address
Id read tut but cant understand How to get vertices address
Models with (many) submeshes require advanced knowledge.
For this kind of model search for 00 00 00 01 00 02
There are 8 findings. The first to be ignored.
Next one is 0x24E22 for the first submesh.
Then 25032, 25182, 27612, 299F2
0x25032 - 0x24E22 = 0x210 -> 528/2= 264 faceindices -> vertex count= 66
----------------------
First vertex data start at 0x83CB.
0x24E22 264
VB0
0x0
0x83CB 66
1200
---------------
Next submesh:
faceindices 0x25032, 168 -> vertex count= 84
vertex addr: 0x923B
To find the 3rd submesh was a little bit harder. Maybe you should train on simpler models.
This is the face:
0x25182 4680
VB0
0x0
0xA49B 942
1200
looks like a hair/beard submeshIs that right ?
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: Phyre engine help, Sen no kiseki..
Can you tell me how to get their UV address?mikulover39 wrote:Got UV maps and everything,
Thank you shakotay2 for the tool and tutorial
Re: Phyre engine help, Sen no kiseki..
Can you tell me how to get their UV address?oamio wrote:Thanks Shakotay2 to help me
Finished