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Offroad Legends GEO/H3D model file, convertor?

Posted: Mon Mar 15, 2021 9:36 pm
by ReVolt
After succesfully extracting the archives from Offroad Legends (https://zenhax.com/viewtopic.php?p=62852#p62852), I need to get the 3D models. The 3D models are in .geo format and they have the MAGIC of "H3DG". Can anybody help me? There's also a "H3D" format in the car's folder but that seems to be an XML for the car's properties. Also, if you're gonna make any importers for programs, keep in mind I use Blender.
Sample (GEO): https://www.mediafire.com/file/hh7ej3up ... s.geo/file
Sample (H3D) if it is required: https://www.mediafire.com/file/ncd0hntk ... s.h3d/file

Re: Offroad Legends GEO/H3D model file, convertor?

Posted: Mon Mar 15, 2021 10:28 pm
by shakotay2
carry_chassis-geo.png

Re: Offroad Legends GEO/H3D model file, convertor?

Posted: Mon Mar 15, 2021 10:31 pm
by ReVolt
nice. also how did you find the data?

Re: Offroad Legends GEO/H3D model file, convertor?

Posted: Mon Mar 15, 2021 10:52 pm
by shakotay2
I followed the tutorial. :D (see 'tut' button in hex2obj)

Re: Offroad Legends GEO/H3D model file, convertor?

Posted: Mon Mar 15, 2021 10:55 pm
by ReVolt
shakotay2 wrote: Mon Mar 15, 2021 10:52 pm I followed the tutorial. :D (see 'tut' button in hex2obj)
Thx, would be cool to get the positions of the parts.

Re: Offroad Legends GEO/H3D model file, convertor?

Posted: Mon Mar 15, 2021 10:59 pm
by shakotay2
Speaking of which parts? Wheels for example? May be they're in a different file?

Well, I see. You mean the doors, that's a little big tricky, I guess (.h3d file might contain the infos).

Re: Offroad Legends GEO/H3D model file, convertor?

Posted: Mon Mar 15, 2021 11:06 pm
by ReVolt
shakotay2 wrote: Mon Mar 15, 2021 10:59 pm Speaking of which parts? Wheels for example? May be they're in a different file?

Well, I see. You mean the doors, that's a little big tricky, I guess (.h3d file might contain the infos).
Oof. How do I make it so the model exported is not flat? I found out the exported mesh is not smooth.

Re: Offroad Legends GEO/H3D model file, convertor?

Posted: Mon Mar 15, 2021 11:06 pm
by ReVolt
Also the pieces are conjoined with the mesh.

Re: Offroad Legends GEO/H3D model file, convertor?

Posted: Mon Mar 15, 2021 11:10 pm
by shakotay2
<please avoid double postings! You can edit your posts>

"not flat"?
(I've corrected the vertex start in my first post to 5C, btw.)

For the parts: devide the model up like so (right door, vertRStart="3618" vertREnd="3625"):

Code: Select all

<Mesh name="fallpart_rdoor" material="$path$/carry_chassis#carry_chassis" tx="-0.750686" ty="0.492256" tz="0.279097" batchStart="10239" batchCount="579" vertRStart="3415" vertREnd="3617">
		<Mesh name="#fallpart_rdoor" material="$path$/carry_chassis#carry_window" batchStart="10818" batchCount="18" vertRStart="3618" vertREnd="3625" />
	</Mesh>
Use tx,ty,tz as an offset. (Didn't check this.)

edit:
change the obj file like so:
...
f 3612 3616 3614
f 3616 3613 3617
g SM_7b
f 3615 3614 3618
f 3618 3617 3615
f 3614 3616 3618
f 3617 3618 3616
f 3619 3620 3621
f 3621 3622 3619
f 3623 3622 3621
f 3624 3623 3621
f 3624 3621 3625
f 3621 3626 3625
g SM_7c
f 3627 3628 3629
f 3629 3630 3627
.
parts.png
As you can see it's a little bit tricky. I got one face to much.

Re: Offroad Legends GEO/H3D model file, convertor?

Posted: Mon Mar 15, 2021 11:17 pm
by ReVolt
shakotay2 wrote: Mon Mar 15, 2021 11:10 pm <please avoid double postings! You can edit your posts>

"not flat"?
(I've corrected the vertex start in my first post to 5C, btw.)

For the parts: devide the model up like so (right door, vertRStart="3618" vertREnd="3625"):

Code: Select all

<Mesh name="fallpart_rdoor" material="$path$/carry_chassis#carry_chassis" tx="-0.750686" ty="0.492256" tz="0.279097" batchStart="10239" batchCount="579" vertRStart="3415" vertREnd="3617">
		<Mesh name="#fallpart_rdoor" material="$path$/carry_chassis#carry_window" batchStart="10818" batchCount="18" vertRStart="3618" vertREnd="3625" />
	</Mesh>
Use tx,ty,tz as an offset. (Didn't check this.)
The 3D model in the preview is fine, but when I exported the 3D model as obj, it is flat.
Also this might be a dumb question but how do I find a 5 digit address?
how do I make it so it doesn't split the mesh up into "submesh"?
Well thanks for all the info, wish there was a proper importer for this stuff.

Re: Offroad Legends GEO/H3D model file, convertor?

Posted: Mon Mar 15, 2021 11:42 pm
by shakotay2
ReVolt wrote: Mon Mar 15, 2021 11:17 pm Also this might be a dumb question but how do I find a 5 digit address?
which address are you talking of?
how do I make it so it doesn't split the mesh up into "submesh"?
delete g submesh_x lines in obj file
Well thanks for all the info, wish there was a proper importer for this stuff.
Proper importers take time to write.
(Best thing would be you'd learn how to create a Noesis script, for example.)

Placing a part:
-----------------
Right door, median in blender:
0.03291 0.12206 0.04862

add (from .h3d): tx="-0.750686" ty="0.492256" tz="0.279097"

result, correct "absolut" position:
-0,717776 0,614316 0,327717

(manually dragged,for comparison only)
-0.71511 0.63207 0.32835
.
rightDoor_position.png
(again an extra face, sorry (: )

Re: Offroad Legends GEO/H3D model file, convertor?

Posted: Mon Mar 15, 2021 11:55 pm
by ReVolt
shakotay2 wrote: Mon Mar 15, 2021 11:42 pm
ReVolt wrote: Mon Mar 15, 2021 11:17 pm Also this might be a dumb question but how do I find a 5 digit address?
which address are you talking of?
how do I make it so it doesn't split the mesh up into "submesh"?
delete g submesh_x lines in obj file
Well thanks for all the info, wish there was a proper importer for this stuff.
Proper importers take time to write.
(Best thing would be you'd learn how to create a Noesis script, for example.)

Placing a part:
-----------------
Right door, median in blender:
0.03291 0.12206 0.04862

add (from .h3d): tx="-0.750686" ty="0.492256" tz="0.279097"

result, correct "absolut" position:
-0,717776 0,614316 0,327717

(manually dragged,for comparison only)
-0.71511 0.63207 0.32835
.
rightDoor_position.png
(again an extra face, sorry (: )
The extra faces could be easily fixed by just seperating them and joining them to the corresponding part.
But I'm confused. What would I add to the H3D position? (Ohh, I get it, you're adding to the median. Where would I find the median? Keep in mind I'm using the latest version of blender.)
For the five-digit address, I mean a hex address, like this: 24366

Re: Offroad Legends GEO/H3D model file, convertor?

Posted: Tue Mar 16, 2021 12:08 am
by shakotay2
ReVolt wrote: Mon Mar 15, 2021 11:55 pmWhere would I find the median? Keep in mind I'm using the latest version of blender.
I don't use the latest version. Try edit mode, then press 'N'
For the five-digit address, I mean a hex address, like this: 24366
You load the .geo into a hex editor and choose the (offset) addresses to be shown as hex.
Most hex editors have a "goto" feature where you enter said address. Or simply scroll down in the view of data.

Or, if you meant, "how to find start address of face indices", it's DWords here, so search for 000000000100000002000000

Good night.

Re: Offroad Legends GEO/H3D model file, convertor?

Posted: Tue Mar 16, 2021 1:08 am
by ReVolt
shakotay2 wrote: Mon Mar 15, 2021 10:52 pm I followed the tutorial. :D (see 'tut' button in hex2obj)
Got the maz truck 3d model converted. Now here's the hard part: UVs? How do I get them? the tut doesn't seem that all too helpful on that topic.

Re: Offroad Legends GEO/H3D model file, convertor?

Posted: Tue Mar 16, 2021 8:47 am
by shakotay2
ReVolt wrote: Tue Mar 16, 2021 1:08 amGot the maz truck 3d model converted.
Great! :)
Now here's the hard part: UVs? How do I get them? the tut doesn't seem that all too helpful on that topic.
There's hundreds of possibilities how 3D data can be organized. You wouldn't expect me to decsribe them all, would you? :D
The magic word is "experience" - you just need to extract at least a dozen of different 3D formats to learn more.

I usually spend 15 min on new formats - these are eaten up three times here.

Search for uvs in the block from 0xCCB0 to 0x1BB22, normals to be found here, too, I guess.

btw: reh already gave you an uv address in your other thread