It is currently Sat Jan 19, 2019 11:04 am

 All times are UTC + 1 hour

 Page 9 of 27 [ 393 posts ] Go to page Previous  1 ... 6, 7, 8, 9, 10, 11, 12 ... 27  Next
 Print view Previous topic | Next topic
Author Message
 Post subject: Re: Extracting simple modelsPosted: Sun May 01, 2016 8:48 pm
 MEGAVETERAN

Joined: Fri Apr 20, 2012 9:24 am
Posts: 2565
Location: Nexus, searching for Jim Kirk
Has thanked: 619 times
Have thanks: 1311 times
guess, you mean "block mode" (such as vx,vy,vz, nx,ny,nz, tx,ty) because in hex2obj's "mixed mode" UVpos is 99 per definition
and the uvs are in a separate block

but 'yes', it's a known problem with hex2obj and there's an ugly workaround using the "mixed" instead of "block" mode:
set UVpos to 99, set start UVblock (UVB) to start of vertices - 4 and 'size of UVB' to FVFsize.
In step 3 choose HF_UV.

--------------------------
btw: using a negative UVpos in "block mode" wouldn't solve the problem, because the next vertex address to handle
after having read 3 vertex floats
is calculated by addr += UVpos -12
where bytesToSkip= VBsize-12 ; bytesToSkip -= (UVpos-12 + 4) // 4: size of 2 half floats

Guess, an additional variable vertex position will be required for a proper solution and there are
6 functions to be handled (since it makes no sense to have that feature for float/HFloat only):

VertexBlock(), VertexBlock_UV_HF(), VertexBlock_allHF()
VertexBlock_UVs_Word(), VertexBlock_all_Word(), VertexBlock_VShort_UVs_Word()

This would end up in a more or less complete rewrite of code.

_________________
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

Last edited by shakotay2 on Sun May 01, 2016 9:09 pm, edited 1 time in total.

Top

 Post subject: Re: Extracting simple modelsPosted: Sun May 01, 2016 9:06 pm
 M-M-M-Monster veteran

Joined: Tue Mar 24, 2015 8:12 pm
Posts: 1744
Has thanked: 38 times
Have thanks: 1192 times
shakotay2 wrote:
there's an ugly workaround using the "mixed" instead of "block" mode

This workaround is not that ugly actually.

Top

 Post subject: Re: Extracting simple modelsPosted: Sun May 01, 2016 10:15 pm
 beginner

Joined: Wed Jun 08, 2011 1:58 pm
Posts: 37
Location: Nish, Serbia
Has thanked: 25 times
Have thanks: 10 times
thanks a bunch man, you are a gem. could you explain how you got the FVF size? i would like to know for future reference. i think you're right and that there is just one submesh and those extra Fls are for other LODs. Anyways i found the UVs at pos 52 and HF_UV, they do however need to be flipped and readjusted.

so these are the numbers for anyone else trying to extract meshes form Mirror's Edge Catalyst Beta

Top

 Post subject: Re: Extracting simple modelsPosted: Sun May 01, 2016 11:30 pm
 MEGAVETERAN

Joined: Fri Apr 20, 2012 9:24 am
Posts: 2565
Location: Nexus, searching for Jim Kirk
Has thanked: 619 times
Have thanks: 1311 times
OriginOfWaves wrote:
could you explain how you got the FVF size?
it's a matter of patterns in most cases - here 3C 02 03 01
for example, which is repeated after 56 bytes

_________________
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

Top

 Post subject: Re: Extracting simple modelsPosted: Mon May 02, 2016 4:16 pm
 M-M-M-Monster veteran

Joined: Tue Mar 24, 2015 8:12 pm
Posts: 1744
Has thanked: 38 times
Have thanks: 1192 times
OriginOfWaves wrote:
could you explain how you got the FVF size?

After you get faceindices, you have number of vertices. Just divide the full size of vertex/UV block by that, and you get FVF size.

Top

 Post subject: Re: Extracting simple modelsPosted: Mon May 02, 2016 5:03 pm
 MEGAVETERAN

Joined: Fri Apr 20, 2012 9:24 am
Posts: 2565
Location: Nexus, searching for Jim Kirk
Has thanked: 619 times
Have thanks: 1311 times
daemon1 wrote:
Just divide the full size of vertex/UV block by that, and you get FVF size.
yep, but in this special case that won't help. Look at 0x2C610 (3246x56) in magrope_skin.chunk and you'll see that you're "at the edge of nowhere".

How should anyone know that this is the "full size"?

_________________
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

Top

 Post subject: Re: Extracting simple modelsPosted: Mon May 02, 2016 7:26 pm
 M-M-M-Monster veteran

Joined: Tue Mar 24, 2015 8:12 pm
Posts: 1744
Has thanked: 38 times
Have thanks: 1192 times
shakotay2 wrote:
yep, but in this special case that won't help.

Sorry, I didn't look into the file. Really strange. Two vertex blocks one after another. And the second one is not LOD1 model, it has 2666 vertices and 14560 faces, FVFsize 28. Model looks exactly the same, but I can't see any UV's there.

Top

 Post subject: Re: Extracting simple modelsPosted: Tue May 03, 2016 9:28 pm
 beginner

Joined: Wed Jun 08, 2011 1:58 pm
Posts: 37
Location: Nish, Serbia
Has thanked: 25 times
Have thanks: 10 times
shakotay2 wrote:
daemon1 wrote:
Just divide the full size of vertex/UV block by that, and you get FVF size.
yep, but in this special case that won't help. Look at 0x2C610 (3246x56) in magrope_skin.chunk and you'll see that you're "at the edge of nowhere".

How should anyone know that this is the "full size"?

well aren't i lucky to run into files that are special and bend the rules

anyways, i seem to have come upon a weird issue while digging through a certain file. and while i can find the face indices and vertices and display the mesh easily and quickly for both LOD0 and LOD1 versions of the model, i can only seem to find the UVs for the second (LOD1) lower resolution mesh. no mater what settings i try for the first (LOD0) mesh i can't find the UVs in the block. i even tried the mixed mode by setting the UV pos to 99 changing the UV size and pointing to the start of where i thought the UVs are, but still no luck. i think i read through this file in the HEX Editor so many times that everything blurs back together now

So if anyone smarter and more focused than me has the time to look at the file i uploaded and let me know what i'm missing, i'd greatly appreciate it. just when i thought i figured these models out, they throw a curve at me

Top

 Post subject: Re: Extracting simple modelsPosted: Wed May 04, 2016 4:36 pm
 MEGAVETERAN

Joined: Fri Apr 20, 2012 9:24 am
Posts: 2565
Location: Nexus, searching for Jim Kirk
Has thanked: 619 times
Have thanks: 1311 times
OriginOfWaves wrote:
shakotay2 wrote:
, i can only seem to find the UVs for the second (LOD1) lower resolution mesh.
but it's not in the H2O in your zip, is it?

Anyway, creating some kind of address map for that .mesh would help, I guess.
Here's what I found so far:
(maybe it's the uvs you found already, dunno)

OriginOfWaves wrote:
well aren't i lucky to run into files that are special and bend the rules
if you mean the "rules" from the hex2obj tutorial: they were defined for simple model formats, for special ones you'll need experience, as you may know (now )

Attachments:

You do not have the required permissions to view the files attached to this post. Register to gain access.

_________________
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

Last edited by shakotay2 on Wed May 04, 2016 7:03 pm, edited 1 time in total.

Top

 Post subject: Re: Extracting simple modelsPosted: Wed May 04, 2016 6:59 pm
 beginner

Joined: Wed Jun 08, 2011 1:58 pm
Posts: 37
Location: Nish, Serbia
Has thanked: 25 times
Have thanks: 10 times
Quote:
but it's not in the H2O in your zip, is it?

Anyway, creating some kind of address map for that .mesh would help, I guess.
Here's what I found so far:
(maybe it's the uvs you found already, dunno)

thanks for the help again man.

those are the uvs for the high resolution mesh that you have found, that's what i was missing. looks like i was wrong about the start of the vertices, like by a lot. i really thought that they would be at the beginning of the file because that is the first mesh. if i was wrong about the start of the vertices how was i able to display the mesh correctly? how did you find the start of the vertices anyways? did you use the equation from your tutorial?

Top

 Post subject: Re: Extracting simple modelsPosted: Wed May 04, 2016 7:49 pm
 MEGAVETERAN

Joined: Fri Apr 20, 2012 9:24 am
Posts: 2565
Location: Nexus, searching for Jim Kirk
Has thanked: 619 times
Have thanks: 1311 times
I scanned the file in steps of 4897*24 bytes, at no avail.
Then I went backwards from 0x1D5B40, but from the data I saw that the FVFsize was different.

I can't give general rules for such, it's creativity or something like that based on simple rules.

For files with a size of 2 MB it could help to write down some kind of address mapping, steps of 4897*24 bytes, here, for example.

_________________
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

Top

 Post subject: Re: Extracting simple modelsPosted: Sun Jun 12, 2016 5:01 pm
 MEGAVETERAN

Joined: Fri Apr 20, 2012 9:24 am
Posts: 2565
Location: Nexus, searching for Jim Kirk
Has thanked: 619 times
Have thanks: 1311 times
well, 2000 downloads of hex2obj so far (and maybe 5 regular users? )

Time for a new feature: autogenerated face indices. You might try it out with the
policeman model from this thread: viewtopic.php?f=16&t=13494&p=114317&hilit=indices#p114317

(exe only - hex2obj_0.24c.zip required!)

Since autocreated face indices don't fit very well in most cases you're free to create your own
FIs.txt file which should look like this:

#comment line, required!
f 1/1 2/2 3/3
f 4/4 5/5 6/6
f 3/3 5/5 7/7
f . . .
Should reside in the model file's folder with Fake selected.

If you need the test.obj only for testing (without uvs) you can reduce FIs.txt like this:

#comment line, required!
f 1 2 3
f 4 5 6
f 3 5 7
f . . .

(Maximum face index may not exceed vertex count!)

Attachments:

You do not have the required permissions to view the files attached to this post. Register to gain access.

_________________
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

Top

 Post subject: Re: Extracting simple modelsPosted: Tue Jun 21, 2016 4:26 pm
 n00b

Joined: Mon Jun 20, 2016 9:17 pm
Posts: 14
Has thanked: 0 time
Have thanks: 1 time
shakotay2 wrote:
well, 2000 downloads of hex2obj so far (and maybe 5 regular users? )

Hi master, I have a problem with a file of Valentino Rossi the game (2016) of milestone.
I tried import myself a file model 3d of a helmet, but it has not worked for me.. I follow the tutorial but something dont work.. (im spanish, my english is very bad)
In vertices count the number is 65281 and the file is 217kb.. something its wrong
Can you help me? Here is the file :

I dont know if someone (or you) can export the model, but I want to learn the metod of edit the file and import in blender for editing.

Top

 Post subject: Re: Extracting simple modelsPosted: Tue Jun 21, 2016 10:14 pm
 MEGAVETERAN

Joined: Fri Apr 20, 2012 9:24 am
Posts: 2565
Location: Nexus, searching for Jim Kirk
Has thanked: 619 times
Have thanks: 1311 times
cmr14 wrote:
Hi master,
Just to keep you informed, “There is no Master but the Master,”
and in this forum he's called MrAdults.
Quote:
I tried import myself a file model 3d of a helmet, but it has not worked for me.. I follow the tutorial but something dont work..
the vertices are half floats - those are not so easy to identify for beginners.

I myself didn't get it within the magic 15 minutes, to be honest. (Took me nearly an hour - but I was distracted a little bit watching soccer in tv.)

Attachments:

You do not have the required permissions to view the files attached to this post. Register to gain access.

_________________
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

Top

 Post subject: Re: Extracting simple modelsPosted: Wed Jun 22, 2016 12:22 am
 n00b

Joined: Mon Jun 20, 2016 9:17 pm
Posts: 14
Has thanked: 0 time
Have thanks: 1 time
shakotay2 wrote:
I myself didn't get it within the magic 15 minutes, to be honest. (Took me nearly an hour - but I was distracted a little bit watching soccer in tv.)

Mmm well, finally the error its mine haha
Can you tell me some tips for work on this files? only for this game.
I know this is very difficult, but I really interesting in editing this game.. Can you help me?

Top

 Display posts from previous: All posts1 day7 days2 weeks1 month3 months6 months1 year Sort by AuthorPost timeSubject AscendingDescending
 Page 9 of 27 [ 393 posts ] Go to page Previous  1 ... 6, 7, 8, 9, 10, 11, 12 ... 27  Next

 All times are UTC + 1 hour

#### Who is online

Users browsing this forum: No registered users and 2 guests

 You cannot post new topics in this forumYou cannot reply to topics in this forumYou cannot edit your posts in this forumYou cannot delete your posts in this forumYou cannot post attachments in this forum

Search for:
 Jump to:  Select a forum ------------------ General Discussion    Holy Cow!    Game news    Game Tech Tips    Cool mods    Website Game Modding    Tutorials    3D/2D models    Audio file formats    Graphic file formats    Video file formats    Game Archive    Compressed files and methods    Code Talk    Game Localization    Savegames    Old posts    Retro games MultiEx Commander Tools & Programs    Game specific tools    General game tools