Re: Toy Soldiers War Chest .geob, .mshb
Posted: Wed Dec 09, 2015 3:41 am
TextureFinder reads the diffuse pngb textures that i tried as dxt1 with mipmaps and normalmap textures as dxt5 , they are just dds with a custom header.
It looks like the width and height are stored around 0x72 - 0x75 in the custom header.
You can look at the file sizes to get a hint to the image size too.
682kb - 1024x1024
170kb - 512x512
The main thing in the H2O tutorial that stuck with me after reading it the first time was this -
"The face indices are very easy to find since parts of the indices block look like a scrambled alphabet."
using Hex2obj isn't so much about hex editing as it is about pattern recognition,
which is why it is perfect for someone like me with no programming experience.
If you find the pattern then you can see where it starts and you have your addresses.
The rest is just flipping switches until you see numbers or previews that make sense.
To find the vertex patterns in a hex editor i usually adjust the right side column width until the data starts to line up
vertically and you see bytes repeat up and down, this width in bytes would be your FVF size.
I still think the best game format to learn Hex2obj with is the ibuf and vbuf files from Disney Infinity.
Those 2 files contain the types of data you would normally look for in most singular model files.
the ibuf has your face indices and the vbuf has your vertex information like FVF and UV pos values.
There is usually never more than napkin math involved in the whole process.
SWTOR gr2 model files are another easy game format you could practice using Hex2obj with.
It looks like the width and height are stored around 0x72 - 0x75 in the custom header.
You can look at the file sizes to get a hint to the image size too.
682kb - 1024x1024
170kb - 512x512
The main thing in the H2O tutorial that stuck with me after reading it the first time was this -
"The face indices are very easy to find since parts of the indices block look like a scrambled alphabet."
using Hex2obj isn't so much about hex editing as it is about pattern recognition,
which is why it is perfect for someone like me with no programming experience.
If you find the pattern then you can see where it starts and you have your addresses.
The rest is just flipping switches until you see numbers or previews that make sense.
To find the vertex patterns in a hex editor i usually adjust the right side column width until the data starts to line up
vertically and you see bytes repeat up and down, this width in bytes would be your FVF size.
I still think the best game format to learn Hex2obj with is the ibuf and vbuf files from Disney Infinity.
Those 2 files contain the types of data you would normally look for in most singular model files.
the ibuf has your face indices and the vbuf has your vertex information like FVF and UV pos values.
There is usually never more than napkin math involved in the whole process.
SWTOR gr2 model files are another easy game format you could practice using Hex2obj with.