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 Post subject: StuntGP 3D/2D Files (.PC and .PMD)
PostPosted: Wed Aug 30, 2017 6:14 pm 
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So, a friend of mine started working on StuntGP files https://yethiel.wordpress.com/2017/04/28/stuntgp-an-attempt-to-read-the-file-structure-1/ to try and make the vehicles and tracks work in another RC racing game, and so far he needs to figure out the 3D and 2D file formats of them.

Source files can be found here for experimenting: http://files.re-volt.io/sgp/game_assets.7z

Any help is welcome.


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 Post subject: Re: StuntGP 3D/2D Files (.PC and .PMD)
PostPosted: Thu Nov 23, 2017 11:15 pm 
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Bump.

Its been some time, pretty please?


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 Post subject: Re: StuntGP 3D/2D Files (.PC and .PMD)
PostPosted: Fri Nov 24, 2017 12:57 pm 
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Matsilagi wrote:
Bump.

Its been some time,
yeah, it surely has. While it's easy to get some decent point cloud (277 vertices) the face indices are a mess. You have to find out how they have to be used.

I tried out triangle strips with some lines commented out (#) seeming unlogical to me but they are part of the "system", resulting mesh is still a mess.
f 3 2 1
f 2 6 1
f 1 6 5
f 6 4 5
f 5 4 9
f 4 8 9
f 9 8 7
f 8 12 7
f 7 12 11
f 12 10 11
f 11 10 12
f 10 13 12
#f 12 13 11
f 11 13 14
f 13 9 14
f 14 9 15
f 9 11 15
#f 15 11 13
f 13 11 7
f 11 10 7
f 7 10 15
f 10 9 15
f 15 9 7
f 9 16 7
f 7 16 8
f 16 14 8
f 8 14 10
f 14 17 10
f 10 17 12
f 17 7 12
f 12 7 8
f 7 16 8
f 8 16 10
f 16 7 10
#f 10 7 17
f 17 7 16
f 7 18 16
f 16 18 20
f 18 1 20
f 20 1 19
f 1 3 19
f 19 3 21
f 3 2 21
f 21 2 22
f 2 12 22
f 22 12 1
f 12 2 1
f 1 2 23
f 2 1 23
f 23 1 12
f 1 22 12
f 12 22 24
f 22 27 24
f 24 27 26
f 27 25 26
f 26 25 12
f 25 30 12
f 12 30 29
f 30 28 29
f 29 28 14
f 28 25 14
f 14 25 26
f 25 31 26
f 26 31 33
f 31 32 33
#f 33 32 14
f 14 32 34
f 32 29 34
# line with 34 29 35 missing?
f 29 34 35
f 35 36 37
f 37 36 40
f 36 39 40
f 40 39 28
#f 39 38 28
f 28 38 43
f 38 42 43
#f 43 42 41
f 41 42 43
f 42 44 43
f 43 44 47
f 44 46 47
#f 47 46 45
f 45 46 49
f 46 48 49
f 49 48 51
f 48 45 51


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 Post subject: Re: StuntGP 3D/2D Files (.PC and .PMD)
PostPosted: Fri Nov 24, 2017 11:41 pm 
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shakotay2 wrote:
Matsilagi wrote:
Bump.

Its been some time,
yeah, it surely has. While it's easy to get some decent point cloud (277 vertices) the face indices are a mess. You have to find out how they have to be used.

I tried out triangle strips with some lines commented out (#) seeming unlogical to me but they are part of the "system", resulting mesh is still a mess.
f 3 2 1
f 2 6 1
f 1 6 5
f 6 4 5
f 5 4 9
f 4 8 9
f 9 8 7
f 8 12 7
f 7 12 11
f 12 10 11
f 11 10 12
f 10 13 12
#f 12 13 11
f 11 13 14
f 13 9 14
f 14 9 15
f 9 11 15
#f 15 11 13
f 13 11 7
f 11 10 7
f 7 10 15
f 10 9 15
f 15 9 7
f 9 16 7
f 7 16 8
f 16 14 8
f 8 14 10
f 14 17 10
f 10 17 12
f 17 7 12
f 12 7 8
f 7 16 8
f 8 16 10
f 16 7 10
#f 10 7 17
f 17 7 16
f 7 18 16
f 16 18 20
f 18 1 20
f 20 1 19
f 1 3 19
f 19 3 21
f 3 2 21
f 21 2 22
f 2 12 22
f 22 12 1
f 12 2 1
f 1 2 23
f 2 1 23
f 23 1 12
f 1 22 12
f 12 22 24
f 22 27 24
f 24 27 26
f 27 25 26
f 26 25 12
f 25 30 12
f 12 30 29
f 30 28 29
f 29 28 14
f 28 25 14
f 14 25 26
f 25 31 26
f 26 31 33
f 31 32 33
#f 33 32 14
f 14 32 34
f 32 29 34
# line with 34 29 35 missing?
f 29 34 35
f 35 36 37
f 37 36 40
f 36 39 40
f 40 39 28
#f 39 38 28
f 28 38 43
f 38 42 43
#f 43 42 41
f 41 42 43
f 42 44 43
f 43 44 47
f 44 46 47
#f 47 46 45
f 45 46 49
f 46 48 49
f 49 48 51
f 48 45 51


Hmm, for the faces i can recognize the car but indeed, the final result is still not optimal.

I'll look a bit inside the format to see if i find info that may help.


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