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PostPosted: Tue Oct 24, 2006 12:38 pm 
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Here I separated that BARN file from the rest and kind of dissected onto the parts with /////"My description what is in this part of file"
Sorry for the little mumble looking post and it is of no particular use just to show what binary X file is structured and what parts to expect:

[quote]
xof 0302bin 0032 
////This is file ID:
Header
    

////Here are Materials listed:
Material  x3ds_mat_Material__0_11
 €? €? €? €? pAæåe?æåe?æåe?  

TextureFilename
 BARN1.BMP  
Material  x3ds_mat_Material__1_1
 €? €? €? €? pAæåe?æåe?æåe?  

TextureFilename
 BARN1.BMP  


////Here starts file geometry look below it repeats for damaged part:
Frame x3ds_barn
 
FrameTransformMatrix
  úÿ2 €? 3   `´ ³ €?   €? ³ p4  

ƒ½è¥hBÿ„Ü> €?  

//// Floats with vertices coordinates for mesh "BARN":
Mesh  barn
  „  Œ

ÌÂgÂ3FB#»v˜~DÃ

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PostPosted: Mon Nov 06, 2006 11:38 pm 
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I am back to this topic trying to identify the coordinates of the vertexes from those floats found in the file. At this stage I shall be satisfied if I could to manipulate shape by just changing the float values with hex editor. This process perhas could be made faster if the list of vertices or rather their coordinates, used to make your model , Alera, were published.

Or perhaps there might be another way to quickly translate them to 3D model?


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PostPosted: Wed Nov 22, 2006 10:56 pm 
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I’m SO sorry for being away for so long.
The problems I was having with my electrical service became so bad that I had to leave my computer off for about a week until I could buy a ups. He he ^_^ and even then the ups could not hold more than 16 seconds with the PC alone(idle). My system crashed(couldn’t boot) during that particular test and I had some data lost(poor me :P).

To top it off, my isp decided that it would remove my internet service for an “unspecified amount of timeâ€


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PostPosted: Thu Nov 23, 2006 3:39 am 
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Lots to study, but after reading and analysing that more carefully and methodically than I am able just right now.
Thanks Alera for coming back to this project.

My first comment: the mrf file from we have this Barn model contain more of them - 26 to be exact as the header of the file says.
The begining of the file :
Quote:
Total Files in Archive : 26
Object Number : 9 - Size : 7142 - Offset : 316
Object Number : 10 - Size : 12058 - Offset : 7458
Object Number : 2 - Size : 59436 - Offset : 19516
Object Number : 6 - Size : 61117 - Offset : 78952
Object Number : 8 - Size : 58116 - Offset : 140069
Object Number : 4 - Size : 53382 - Offset : 198185
Object Number : 14 - Size : 33272 - Offset : 251567
Object Number : 3 - Size : 56810 - Offset : 284839
Object Number : 13 - Size : 80688 - Offset : 341649
Object Number : 16 - Size : 15133 - Offset : 422337
Object Number : 17 - Size : 5861 - Offset : 437470
Object Number : 18 - Size : 18280 - Offset : 443331
Object Number : 19 - Size : 26578 - Offset : 461611
Object Number : 15 - Size : 25753 - Offset : 488189
Object Number : 20 - Size : 18165 - Offset : 513942
Object Number : 7 - Size : 58716 - Offset : 532107
Object Number : 5 - Size : 50743 - Offset : 590823
Object Number : 1 - Size : 64960 - Offset : 641566
Object Number : 11 - Size : 74964 - Offset : 706526
Object Number : 12 - Size : 106459 - Offset : 781490
Object Number : 21 - Size : 63358 - Offset : 887949
Object Number : 22 - Size : 86002 - Offset : 951307
Object Number : 23 - Size : 54841 - Offset : 1037309
Object Number : 24 - Size : 67027 - Offset : 1092150
Object Number : 25 - Size : 52958 - Offset : 1159177
Object Number : 26 - Size : 74586 - Offset : 1212135

lists number of models, size and offset where the file starts. It is like "road map" or directory of entire *.mrf file. Then after that the 1st model starts at offset 316. The 1st model is model #9 (just to complicate things a little :wink: ) and it is called BARN1 , it is 7142 bytes in size and ends before offset 7458 where BARN2 model begins.

I know that you know that very well, I just wanted to point that this listing of the models, sizes and offsets on the begining refers to all models in mrf and is NOT part of the model file BARN1.

To my thinking all I had to do is separate models according to offsets, name them "model_such_and_such.X" and run them through some known *.X file editors , Blender being one of them. So far unsuccessful.

More comments to follow....


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 Post subject: Re: DirectX binary format
PostPosted: Sun Oct 28, 2012 7:22 am 
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anyone able to extract the directx model from the mrf packages? there's viewers for those available now, you could as a last resort rip models out of the viewer once you get them out of the package.



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