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 Post subject: Re: Extracting simple models
PostPosted: Sat Oct 07, 2017 8:35 pm 
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SchnelleMeyer wrote:
Got it down now.
Great! :) (One of a thousand who understands how to use the tool. :D )
Quote:
Only UVs have some unwanted long lines.
yep, have a look at testUVs.obj - that's strange...
[...]
v 0.902396 0.752382 0.0
v 0.646514 0.752329 0.0
v -43.591232 42.195259 0.0
v -44.017876 42.181988 0.0
v -44.092621 44.584675 0.0
v 0.634765 0.693675 0.0
v 0.616010 0.697266 0.0

btw: it's 'v' instead of 'vt' because it was the simplest way for me to get the uvs displayed (as faked vertices)

manual correction:


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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: Sun Oct 08, 2017 3:28 pm 
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shakotay2 wrote:
Great! :) (One of a thousand who understands how to use the tool. :D )

I dont know about the understanding part, but I have extracted a few models from different games now and I find it kind of forgiving in some areas like when I search for the correct FI counts cause I am too lazy to do the math.
shakotay2 wrote:
it's not a matter of its capability, it's a matter of your creativity. :D
Trying out a point cloud, too tired to care fore face indicies:

- I am back working on the Muj character though and have had some progress I think although my data are very different from those in your post.
I have successfully extracted the UVs - I belive this means that my FI start adress and count is correct as well as the verts count.

So what I am struggling with is finding the vertices start adress. - If you or anyone can take a second look at the Muj I would be gratefull :D


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 Post subject: Re: Extracting simple models
PostPosted: Sun Oct 08, 2017 5:28 pm 
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I can see a promising part of a surface here:

(seems there's not more than 1243 valid vertices up to 0xE0D3)


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extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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 Post subject: Re: Extracting simple models
PostPosted: Sun Oct 08, 2017 6:24 pm 
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Good work Shakotay! - Thanks a lot for helping out here!

Seems you've found the correct verts start adress. - The point cloud looks even cleaner now.
Increasing the FI count above 111 causes the faces to go all over the place, I dont understand why.. - the FI numbering is sorted in a special way maybe?


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 Post subject: Re: Extracting simple models
PostPosted: Sun Oct 08, 2017 7:27 pm 
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SchnelleMeyer wrote:
Increasing the FI count above 111 causes the faces to go all over the place, I dont understand why..
look into the test.obj - contains non valid vertices in that case
Quote:
- the FI numbering is sorted in a special way maybe?
you can try to comment out all faces whose indices are above 1243:

[...]
f 1120 1121 1086
f 1086 1087 1120
#f 1109 1498 1502
#f 1502 1108 1109
f 1128 1088 1113
f 1116 1117 1155
[...]

(You will have to delete the non-valid vertices from the test.obj, i.e. vertex 1244 and so on...)


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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: Sun Oct 08, 2017 8:41 pm 
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Thanks again for good hints!

Its getting there now. - There are much better models out there, no doubt, but this one turned into a quest :mrgreen:


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 Post subject: Re: Extracting simple models
PostPosted: Thu Nov 30, 2017 5:07 am 
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hey there! I found this thread, but I feel like I might be to late. I have a .MLX file that is from Valkryia chronicles 2. and from my research it is a Hex file that is a mesh model, I'm wondering if anyone could help me? I found something that says the start is IZCA. It would be amazing if someone could help me. here are the MLX files. any one got a clue?

https://www.dropbox.com/s/64eh80s1lkkx7 ... s.rar?dl=0


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 Post subject: Re: Extracting simple models
PostPosted: Mon Dec 11, 2017 7:49 pm 
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Fake tri strips used:


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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: Extracting simple models
PostPosted: Thu Dec 21, 2017 11:39 pm 
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Since the more I try Hex2Obj, the more I understand that my brain won't ever understand this, so I have to ask for assistance.

I have an extensionless should-be mesh from Etherlords 2, and after 4 days of looking at the file, (I think) I know the face indices but nothing else I guess.

Face indices:
startadress: 4480
count: 645

It should look similar to this (it's ripped mid-animation though):

Image

Any help is appreciated...


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 Post subject: Re: Extracting simple models
PostPosted: Fri Dec 22, 2017 12:24 pm 
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well, just another format that doesn't make sense to me; there's a good chance that it's animation data.

For the face indices, seems you got the wrong ones.
i'd try the ones from 0x2B58 to 0x3AA0
size of block: 0xF48 -> 3912/2= 1956 face indices count
resulting in an assumed vertex count of 421.

The ones from 0x4480 do have too many "doubles":
Code:
Offset 0  1  2  3  4  5  6  7   8  9  A  B  C  D  E  F
04480 00 00 01 00 01 00 02 00  02 00 03 00 03 00 04 00
04490 04 00 05 00 05 00 06 00  06 00 07 00 07 00 08 00


But the weird thing is to get a point cloud, first naive idea would be:
vertices from
0x28 - 0x2230 = 0x2208 -> 8712 / 421 = 20 FVFsize

But at no avail; tried many other FVF sizes, 48, 24, 12, 16, 32 and other vertex start addresses: no dam.., sry, decent point cloud to be found. I'm running out of time so you're on your own 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: Extracting simple models
PostPosted: Fri Dec 22, 2017 1:16 pm 
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It's alright. The files are a mess anyway.

Thanks for your time and Merry Christmas!


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