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 Post subject: XBN format (from XSI)
PostPosted: Mon Nov 05, 2018 11:06 pm 
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Hello,

i'm looking for some help with .xbn format.
I know that the files were created by SOFTIMAGE XSI 4.2 but unfortunately I can't open them with it.

Do you know any easy way to edit this file?
I tried converters, different versions of the program but nothing.
One of them is a 3d Object Converter but I also get a message of unknown format. (Archangel got .xbn (same studio were creators)).

Meh! I am counting on any help, thank you in advance :)

Kind regards.

PS i attached the file


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 Post subject: Re: XBN format (from XSI)
PostPosted: Mon Nov 05, 2018 11:40 pm 
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Looks like an easy format. Vertex and face count in the beginning of the file. Here using hex2obj :

Image


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 Post subject: Re: XBN format (from XSI)
PostPosted: Mon Nov 05, 2018 11:58 pm 
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Yeah, you're great!

Is there any other option to open format like this?
Or just the one right way is to learn h2o?

BR


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 Post subject: Re: XBN format (from XSI)
PostPosted: Tue Nov 06, 2018 12:30 am 
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It would be easy to write a program for it. The question is : does anyone want to do it? :D

You can use hex2obj or similar tools until someone codes something for this format. You also gain experience that you can apply in future formats, so it is never a waste of time imo. Maybe write your own program in the end.


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 Post subject: Re: XBN format (from XSI)
PostPosted: Tue Nov 06, 2018 6:04 pm 
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Artnej wrote:
Hello,

i'm looking for some help with .xbn format.


The model.rar file has the ~PM_Numerek_01-382.xsi file. Why are you talking about the .xbn format?


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 Post subject: Re: XBN format (from XSI)
PostPosted: Tue Nov 06, 2018 7:52 pm 
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Artnej wrote:
Is there any other option to open format like this?
Or just the one right way is to learn h2o?
It's not a matter of learning h2o, it's a matter of understanding formats.

This format is simple as akderebur stated, and if you know 'C' you could pick up the make_obj project (with source) in the tutorials thread.
You get the startaddresses (except the first one) very easy by adding vertexcount*datasize, i.e.
startofuvs = 0x19 +528x32 (dec.), datasize (fvf) = 32
startoffaceindices =0x4219 + 528x8 (dec.), datasize (uvs) = 8

_________________
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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