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 Post subject: Re: super hero generation ps3 extract model.... help please
PostPosted: Fri Jun 22, 2018 7:26 pm 
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100nadzmi wrote:
I try so many times , but I still not know how to extract it from MakeObj tool. its difficult for me
You need to know 'C' if you want to make use of the Make_obj project. Currently there's no plans to integrate the mbg format into it.

You could use hex2obj to get the first submesh displayed or exported as obj.

I'm not sure if it works for other mbg files but search for -mesh (4 finds here).
First find is at 0x4A7, adding 0x3B results in 0x4E2, this is the start of vertices (first submesh).

Then search for 0000 0001 0002 (also 4 finds), first one is at 0x8FC35, start of face index block.

For the counts (of the first submesh) see picture:

For the remaining 3 submeshes it should be similar.

If you can confirm this to work for another mbg sample I could think of adding the format to the Make_obj project.

edit: well, from the mbg sample in your other thread I can see that the offset between "-mesh" and startOfVertices is 0x3E so it's required to search for the next signature bytes 01 000000 0C then.

You'll find SuperHeroGeneration, PS3 mbg file support in the Make_obj project:
in the post as of Sat Jun 23, 2018 9:27 pm


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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

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