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Extracting simple models

Read or post any tutorial related to file format analysis for modding purposes.
jayn23
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Re: Extracting simple models

Post by jayn23 »

Thanks a lot andy97

seems i was missing the first vertex , cant believe i went over this so many times and never noticed that 1 extra vertex [roll]
Jamal al dambali
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Re: Extracting simple models

Post by Jamal al dambali »

Hello. Tell me someone how to get uv?
screenshot1.jpg
file: https://yadi.sk/d/jfmeHeVHzBkf4g

And why are there so many polygons and vertices (35,460 polygons and 9133 vertices)? This is too much for a file with a size of 295 kb, I think.
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Re: Extracting simple models

Post by shakotay2 »

Jamal al dambali wrote: Sat Aug 17, 2019 6:04 pm Hello. Tell me someone how to get uv?
Hello. UVpos is 20, use HF_UV (half floats).
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Extracting simple models

Post by Mrtest »

Help view model and UV.

sample: https://yadi.sk/d/AEhmTpXF_YCd4g
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Re: Extracting simple models

Post by shakotay2 »

what did you try so far? You should at least be able to get a point cloud, such like this:
.
ch002-c3b.png
btw: format looks similar to the one here:
shakotay2 wrote: Sun Jan 28, 2018 3:15 pm
Face indices block is "interrupted" 6 times by the string "shapex_part1" (where x={1..6}).

H2O file for body (torso):

0x1274F 1818
Vb1
64 24
0x13D 1097
020000
0x0 255
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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?"
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Re: Extracting simple models

Post by Shakes »

Hi. It looks like the program doesn't handle custom system UI scaling, which often comes set by default on laptops with high DPI screens.
Can you please look into the matter in case it's something simple to solve (hopefully just a setting that needs tweaking)?

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shakotay2
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Re: Extracting simple models

Post by shakotay2 »

Try out the Medium font version in the "Extracting simple models" thread
shakotay2 wrote: Tue Oct 22, 2013 3:06 pm
Last edited by shakotay2 on Wed Nov 04, 2020 10:36 pm, edited 3 times 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
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Re: Extracting simple models

Post by Shakes »

Much better now, thank you very much.

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Jamal al dambali
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Re: Extracting simple models

Post by Jamal al dambali »

Hello. Why doesn't the program show the number of vertices?
321.jpg
file link: https://yadi.sk/d/CJr4s2mFpCMSwg
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Re: Extracting simple models

Post by shakotay2 »

it does:
.
assumedCountOfVertices.png
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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?"
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Re: Extracting simple models

Post by Jamal al dambali »

shakotay2 wrote: Thu Nov 07, 2019 9:15 am it does:
.
assumedCountOfVertices.png
I am a fool... I got into my head that the number of vertices should be displayed inside the brackets.
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Re: Extracting simple models

Post by ajspeed11 »

Hey could I get some help please.
Test.png
XDNI.....B...61DI is found 161 times
^this is always different

This I'm certain is the face indices start address as it the numbers go in order numerically.

I then found MRTS which also appears 161 which i can only assume is the vertices start address

At the bottom of the file is alot of references to MOEG and a car part and Lod number.

I still can't figure out what to put in step2 Any help would be most appreciated

File is 00000002.moe found in the GEOM folder.
https://drive.google.com/open?id=1jvEU7 ... MqFJy8jwgN
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Re: Extracting simple models

Post by Acewell »

first submesh
00000002_moe.PNG
:D
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Re: Extracting simple models

Post by ajspeed11 »

Acewell wrote: Tue Nov 19, 2019 7:16 am first submesh
00000002_moe.PNG
:D
You Legend! Thank You!

going to have some fun now :wink:
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Re: Extracting simple models

Post by td973 »

I have been trying to export this model for a while now, I believe I got the face indices and vertices start addresses/counts correct, but I can't figure out step 2. Can anyone help?

https://mega.nz/#!6jhEyKAK!W1bRxNvV08rE ... hqZ9bDut4I

This is what I got so far. Model is from god of war 2018 [PS4]

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