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 Post subject: Flintstones Bedrock Bowling .AMW
PostPosted: Sun Jan 18, 2015 3:49 pm 
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I'm trying to get the models using hex2obj, but it comes out as a garbled mess. What am I doing wrong?

Image

Here is the model file:
http://puu.sh/eGJuR.amw


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 Post subject: Re: Flintstones Bedrock Bowling .AMW
PostPosted: Sun Jan 18, 2015 5:07 pm 
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lemurboy12 wrote:
I'm trying to get the models using hex2obj, but it comes out as a garbled mess. What am I doing wrong?
lack of experience, I guess.

It's required to give the file some structure.
Search for 0000 0100 0200 for example (view attached pic).

You're on a good way :) but: your face indices count is too big.
(seems there are 7 submeshes)

Are there further patterns which give the file a structue?
-> here 16x 00 (findings past 0x7B1A might be 4x 0.0f)

3rd occurence at: 0x7B1A
Scroll up to some possible start of vertices, here 0x2C2C

0x7B1A- 0x2C2C = 0x4EEE (= 20206 = 631*32 dec.)

Vertex block size is 32. The block should contain about 631 vertices (for the whole model?)


calculate vertex start of next submesh: 0x2C2C + 162x32 (dec.) = 0x406C

(I didn't combine the submeshes, good luck.)

Creating a max script for example would be best choice for this format.
Remember: hex2obj is primary intended for a quick first approach.

btw: the version you're using is pretty outdated



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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip


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 Post subject: Re: Flintstones Bedrock Bowling .AMW
PostPosted: Sun Jan 18, 2015 6:47 pm 
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I'm still missing something.


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 Post subject: Re: Flintstones Bedrock Bowling .AMW
PostPosted: Mon Jan 19, 2015 4:52 pm 
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Still not sure what I'm doing wrong. I'm following all your instructions, and I'm still getting a garbled mess, though not as garbled.


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 Post subject: Re: Flintstones Bedrock Bowling .AMW
PostPosted: Tue Jan 20, 2015 11:39 am 
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lemurboy12 wrote:
Still not sure what I'm doing wrong. I'm following all your instructions,
seems, you did not.

Use the formula I gave to calculate the vertex block address of the next submesh (go3 startaddr).

Also use the startadresses of the face indices blocks in the attached pic of my previous post.
The one for the 3rd submesh is 0xC152.
Number of face indices to be calculated by:

(0xC1B8 - 0xC152) / 2 = 51 dec.
division by 2 because the face indices are WORDs (uint16)

Not sure why you used 51 as a vertex count.

(You really should try to get a basic understanding of what has to be done. :) )



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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip


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 Post subject: Re: Flintstones Bedrock Bowling .AMW
PostPosted: Tue Jan 20, 2015 8:47 pm 
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but how do I get the start address of the vertices? I've been doing 17*32 + 2C2C.


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 Post subject: Re: Flintstones Bedrock Bowling .AMW
PostPosted: Wed Jan 21, 2015 10:47 am 
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Just look for floats


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 Post subject: Re: Flintstones Bedrock Bowling .AMW
PostPosted: Wed Jan 21, 2015 3:35 pm 
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this is the formula for start of vertices:

vert_addr_next = vert_addr_prev + VBsize * vertCount_prev

(check if it fits for all .amw of this game)

vertex start address: 0x2C2C (to be found with some experience/trial 'n error)
next addr: 0x406C as shown some post before
further addresses:
Code:
   0x62AC     =      0x406C    + 32 x 274 (dec.)
   0x64CC     =      0x62AC    + 32 x 17 
   0x65CC     =      0x64CC    + 32 x 8
   0x6C0C     =      0x65CC    + 32 x 50
   0x726C     =      0x6C0C    + 32 x 51

end vertices: x796C
vertex count 618 = 162 + 274 + 17 + 8 + 50 + 51 + 56

resulting mesh:


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Bigchillghost, Reverse Engineering a Game Model: http://forum.xentax.com/viewtopic.php?f=29&t=17889
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip


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 Post subject: Re: Flintstones Bedrock Bowling .AMW
PostPosted: Thu Jan 22, 2015 12:54 am 
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Image

Well, I meant more of how to get the start of the vertices in the first place, but at least I have the model and gained some experience with hex2obj. Thank you, though it would help if you were a little more clear on finding the start of the vertices to base all submeshes off of.


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