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 Post subject: Rayman Raving Rabbids .mesh
PostPosted: Sat Sep 30, 2017 11:43 am 
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Hello! With a friend of me (Droolie) we extracted a model for Rayman Raving Rabbids. We got a mesh file but we have no idea about how to open it!
The model is named S_LapinPirate_Yeux, which should be eyes for a Pirate Rabbid.
So this a .mesh (format we named ourselves), and I think it doesn't contain anything about normals etc, probably only the mesh itself, but I'm not sure. Opening the mesh already is gonna be a good thing!
Here's the link to the file: https://ufile.io/3dqyo
Thanks everyone who tries to help!
Cya! :D


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 Post subject: Re: Rayman Raving Rabbids .mesh
PostPosted: Mon Oct 02, 2017 6:00 am 
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 Post subject: Re: Rayman Raving Rabbids .mesh
PostPosted: Mon Oct 02, 2017 7:37 pm 
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You might try out hex2obj (view link in my sig) to get some point clouds:

(Don't have the time to care for face indices, sry.)


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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: Rayman Raving Rabbids .mesh
PostPosted: Sat Oct 07, 2017 8:31 am 
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shakotay2 wrote:
You might try out hex2obj (view link in my sig) to get some point clouds:

(Don't have the time to care for face indices, sry.)

Thanks, I actually got normals working with a friends, but we couldn't get face indices yet :scaredy:


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 Post subject: Re: Rayman Raving Rabbids .mesh
PostPosted: Tue Oct 10, 2017 6:03 pm 
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bump, any help for face indices?


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 Post subject: Re: Rayman Raving Rabbids .mesh
PostPosted: Tue Oct 10, 2017 9:44 pm 
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a simpler .mesh file is required, such as a book, a chest, a plank or a box for example

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extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

"We are Microsoft. You will be assimilated. Resistance is Futile."


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 Post subject: Re: Rayman Raving Rabbids .mesh
PostPosted: Fri Oct 13, 2017 9:21 pm 
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shakotay2 wrote:
a simpler .mesh file is required, such as a book, a chest, a plank or a box for example

Here is it! A pair of sunglasses! :)

http://www.filedropper.com/ff001435bindec13872517


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 Post subject: Re: Rayman Raving Rabbids .mesh
PostPosted: Fri Oct 13, 2017 9:40 pm 
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thanks! The face indices are still a riddle, though.
I wouldn't know where the "trick" should be?

The sequence 0100000003001A00 for example is contained 120 times with an offset of 20
so might be a good idea to skip it.

yeah, seems I'm on the right track, but tired now:


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extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

"We are Microsoft. You will be assimilated. Resistance is Futile."


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 Post subject: Re: Rayman Raving Rabbids .mesh
PostPosted: Sat Oct 21, 2017 12:21 am 
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shakotay2 wrote:
thanks! The face indices are still a riddle, though.
I wouldn't know where the "trick" should be?

The sequence 0100000003001A00 for example is contained 120 times with an offset of 20
so might be a good idea to skip it.

yeah, seems I'm on the right track, but tired now:

Oh! Do you think you could explain how it works?
And so faces are starting at 0x193C?


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 Post subject: Re: Rayman Raving Rabbids .mesh
PostPosted: Sat Oct 21, 2017 9:48 am 
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Got4n wrote:
Oh! Do you think you could explain how it works?
as I wrote: skip the sequence.
(As you can see from the right part of the pic there's another rule required but I'm too busy atm to search for it.)
Quote:
And so faces are starting at 0x193C?
why? I used 0xFDC for the sunglasses, iirc (but not sure, at least it's the offset I used last time).

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"you can't always get things served on a silver tray"
extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

"We are Microsoft. You will be assimilated. Resistance is Futile."


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 Post subject: Re: Rayman Raving Rabbids .mesh
PostPosted: Sat Oct 21, 2017 11:39 am 
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shakotay2 wrote:
Got4n wrote:
Oh! Do you think you could explain how it works?
as I wrote: skip the sequence.
(As you can see from the right part of the pic there's another rule required but I'm too busy atm to search for it.)
Quote:
And so faces are starting at 0x193C?
why? I used 0xFDC for the sunglasses, iirc (but not sure, at least it's the offset I used last time).

Because you said "the sequence 0100000003001A00 for example is contained 120 times with an offset of 20
so might be a good idea to skip it." so I thought I could skip it and it ends at 0x193C but I'll try!
Do you think you could screen your hex2obj settings?


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 Post subject: Re: Rayman Raving Rabbids .mesh
PostPosted: Sat Oct 21, 2017 2:27 pm 
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(you'll need a script for getting the face indices)


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extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

"We are Microsoft. You will be assimilated. Resistance is Futile."


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 Post subject: Re: Rayman Raving Rabbids .mesh
PostPosted: Sat Oct 21, 2017 2:49 pm 
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shakotay2 wrote:

(you'll need a script for getting the face indices)

Oh, that's why it wasn't working for me lol, I guess it's the .txt that indicates the faces?


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 Post subject: Re: Rayman Raving Rabbids .mesh
PostPosted: Sat Nov 04, 2017 9:28 pm 
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nvm so I got it working, but now I really have troubles understanding why half of the faces are fucking up haha.
Also, I don't know if you noticed but 0xFCC is the size block (that we use to divide the length of the face block). Also how would I do if it's 4 bytes instead of 2?


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 Post subject: Re: Rayman Raving Rabbids .mesh
PostPosted: Sun Nov 26, 2017 12:17 pm 
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bump


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