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 Post subject: Re: Extracting simple models
PostPosted: Sat Jun 17, 2017 7:15 pm 
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shakotay2 wrote:
you could easily find out this for yourself.
look for point clouds, then look for face indices, it's DWORD here:


I'm very thankful to you.

And how did you find the point clouds?

And one more question, does this file have a submesh? Since there are several "alphabetic tables" in it and three identical hex codes: 08 B6 FD CF 05 2E 77 34 CD E9 20 B7 F8 CB 62 F9

Sorry for my English.


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 Post subject: Re: Extracting simple models
PostPosted: Wed Jun 21, 2017 11:28 pm 
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Hi again!
Im here for models of MotoGP 17 the game :P
The models of previous game of milestone (MotoGP16 and Ride2) are perfectly extracted but I have problems with the new files of the new game..
I can do some parts of the extraction model but when I push the buttons "mesh" and "uv's" something are wrong.. I cant understand :(
Can you help me? here is the file

https://www.mediafire.com/?acrmjihuu2snf8e

Thanks!


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 Post subject: Re: Extracting simple models
PostPosted: Thu Jun 22, 2017 3:44 am 
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first LOD of first submesh :D


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 Post subject: Re: Extracting simple models
PostPosted: Thu Jun 22, 2017 4:57 am 
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Jamal al dambali wrote:
And how did you find the point clouds?
it's a combination of trial and error and experience

Quote:
And one more question, does this file have a submesh?
yes; I usually search for one submesh only and leave the rest of the work to the customers :D

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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: Extracting simple models
PostPosted: Thu Jun 22, 2017 2:46 pm 
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AceWell wrote:
first LOD of first submesh :D


Oh thanks!! My problem was start addr of vertices :( the rest of values was the same haha
You help me a lot, thanks man!

Image


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 Post subject: Re: Extracting simple models
PostPosted: Mon Jun 26, 2017 5:21 pm 
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Hi Shakotay2,
Can you tell me how you draw uv in your program?
I connected every 2d coordinates to create lines but it didn't work.

This is my code
Code:
from Tkinter import *
import scanf
master = Tk()

w = Canvas(master, width=200, height=100)
w.pack()

uv = []

input = open("test_uv.txt")
scale = 100.0
for line in input:
    x, y = scanf.sscanf(line, "%f %f\n")
    uv.append(x*scale)
    uv.append(y*scale)

input.close()

w.create_line(uv) # x1, y1, x2, y2, ... , xn, yn

mainloop()

Image

Here is the right UV:

Image

Attached right there is an example uv.


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 Post subject: Re: Extracting simple models
PostPosted: Tue Jun 27, 2017 1:41 pm 
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Hi,
I don't draw lines. hex2obj just sends the test_uv.obj to the mesh_viewer.exe which displays the uv map.

uv data in test_uv.obj as faked vertices:
v tu1 tv1 0
v tu2 tv2 0
v tu3 tv3 0
f 1 2 3

The important thing is the face indices which you don't take care of when just connecting one uv point to the other.

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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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