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 Post subject: Re: Extracting simple models
PostPosted: Wed Dec 21, 2016 4:37 am 
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Hi man, remember last time you managed to get the body mesh from WWF RAW Fml model? Could you post the offsets for H20?
Image

I managed to get the head meshes,but i'm not able to get the body mesh,could you please help me out, i'm attaching the model file here https://www.sendspace.com/file/jjkixj

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 Post subject: Re: Extracting simple models
PostPosted: Wed Dec 21, 2016 8:36 am 
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Never mind,got them. Thanks


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 Post subject: Re: Extracting simple models
PostPosted: Wed Dec 21, 2016 9:08 am 
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dunno, looks like a collection of heads and hands, there's 160 assumed submeshes, many of them with less than 20 indices.

hand?

0x85149 605
Vb1
43 28
0x827F5 246
020000
0x0 255

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Make_H2O-ForzaHor3-jm9.zip

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 Post subject: Re: Extracting simple models
PostPosted: Sat Dec 24, 2016 9:40 am 
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shakotay2 wrote:
dunno, looks like a collection of heads and hands, there's 160 assumed submeshes, many of them with less than 20 indices.

hand?

0x85149 605
Vb1
43 28
0x827F5 246
020000
0x0 255


Thanks, have managed to successfully export the mesh and also managed to inject edits back to this format. Could you please help me to find the offsets of different mesh which points to their corresponding textures? For example both the arm mesh point to the same texture,so if i want a tattoo texture on one arm and if i add a tattoo texture on the arm texture,the tattoo texture appears on both the arms. So i want to change the offset of one of the arm mesh so that it points to a different separate texture.
viewtopic.php?f=16&t=15638


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 Post subject: Re: Extracting simple models
PostPosted: Fri Dec 30, 2016 3:25 pm 
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I have something very interesting for you to take a look at viewtopic.php?f=16&t=15665&p=125607#p125607


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 Post subject: Re: Extracting simple models
PostPosted: Sat Jan 14, 2017 4:20 pm 
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Hi Shakotay2,
Can you explain the datatype "ShortAll" of H20?I only know Float and Half Float
Input:
A8D8 - AB35 - B3FB
Output:
39.343750 53.667969 -4.300781
If possible,can you tell me how to read this type of data properly when programming?
Thanks


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 Post subject: Re: Extracting simple models
PostPosted: Sat Jan 14, 2017 8:59 pm 
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the '-' for the Input values to be understood as separators?

"short" means signed integers (16 bit)

Quote:
It's nothing special, something like xpos = Highbyte*256 + Lowbyte ;
(big endian data)
To handle signed values I use if (xpos>32767.0) xpos -= 65536.0;
xpos /= 256.0 ;
(the divider might be different -> scaling)

ShortAll simply means that vertices and uvs are to be handled as "shorts". (-87.15 -84.79 -76.02, absolute values may differ depending on the divider)

So the results for your "Input:" examples don't make sense to me since signed 16 bit integers have the MSB set to define them as negative values.

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 Post subject: Re: Extracting simple models
PostPosted: Tue Jan 17, 2017 4:50 pm 
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Hey, can you guys help me out with something?

I really want some sketchfab models, but my PC doesn´t have ADMIN privileges.

Can I send the link to the model to someone send a .obj file? Thanks!


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 Post subject: Re: Extracting simple models
PostPosted: Tue Jan 17, 2017 8:31 pm 
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Hello, great tool!

Sorry for asking for help, but I'm totally a noob :(

Here is a simplest object I could find - a pyramid shaped triangle:

download link: http://www.filedropper.com/flauros

code it's self (it's only 256 bytes!)

Image

this is object in game (yes, this is PS1 game Silent Hill):

Image

Image

Thank you for your help!


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 Post subject: Re: Extracting simple models
PostPosted: Wed Jan 18, 2017 8:13 am 
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Sparagas wrote:
this is object in game (yes, this is PS1 game Silent Hill):
Hello,
you might read here:
viewtopic.php?f=16&t=10812&p=100654&hilit=silent+description#p100654

(I don't think that I'll touch this again,. cause I'm too busy with a myriad of other things quite now.)

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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: Wed Jan 18, 2017 9:42 am 
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shakotay2 wrote:
(I don't think that I'll touch this again,. cause I'm too busy with a myriad of other things quite now.)


Does this matter from what game it is? It's just an object with 4 points and 4 faces...


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 Post subject: Re: Extracting simple models
PostPosted: Mon Mar 06, 2017 8:46 pm 
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I have unpacked a some game files including 3D models that came without any file extension.

I have been trying to use Hex2Obj on them for countless hours already, but all I have managed to show in preview was a mangled mess of planes.
Could someone more experienced take a look on these 2 files and maybe give some advice on how to do this?

I am thinking one of the files is not even a model, but something else..??


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 Post subject: Re: Extracting simple models
PostPosted: Mon Mar 06, 2017 10:03 pm 
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SchnelleMeyer wrote:
but all I have managed to show in preview was a mangled mess of planes.
that's what I get, too.
There's too many triangles that share the same vertices:
f 450/450 446/446 447/447
f 447/447 448/448 450/450
f 450/450 448/448 449/449
f 449/449 443/443 450/450
f 445/445 446/446 450/450
f 450/450 444/444 445/445
f 442/442 444/444 450/450
f 450/450 443/443 442/442
f 437/437 438/438 446/446
f 438/438 445/445 446/446
f 446/446 445/445 437/437
f 445/445 445/445 437/437
f 437/437 445/445 444/444
f 445/445 436/436 444/444
f 444/444 436/436 444/444
f 436/436 442/442 444/444
f 444/444 442/442 434/434
f 442/442 436/436 434/434
f 434/434 436/436 434/434
f 436/436 442/442 434/434
f 434/434 442/442 443/443
f 442/442 435/435 443/443
f 443/443 435/435 439/439
f 435/435 447/447 439/439
f 439/439 447/447 446/446
f 447/447 438/438 446/446
f 446/446 438/438 448/448
f 438/438 447/447 448/448
f 448/448 447/447 439/439
f 447/447 440/440 439/439
f 439/439 440/440 441/441
f 440/440 449/449 441/441
f 441/441 449/449 448/448
f 449/449 440/440 448/448
f 448/448 440/440 441/441
f 440/440 435/435 441/441
f 441/441 435/435 443/443
f 435/435 449/449 443/443
f 443/443 449/449 438/438
f 449/449 437/437 438/438
f 438/438 437/437 429/429
f 437/437 430/430 429/429
f 429/429 430/430 437/437
f 430/430 436/436 437/437
f 437/437 436/436 428/428
f 436/436 429/429 428/428
f 428/428 429/429 436/436
f 429/429 434/434 436/436
f 436/436 434/434 426/426
f 434/434 428/428 426/426
f 426/426 428/428 434/434
f 428/428 435/435 434/434
f 434/434 435/435 427/427
f 435/435 426/426 427/427
f 427/427 426/426 439/439
f 426/426 438/438 439/439
f 439/439 438/438 430/430
f 438/438 431/431 430/430
f 430/430 431/431 440/440
f 431/431 439/439 440/440
f 440/440 439/439 431/431
f 439/439 432/432 431/431
f 431/431 432/432 441/441
f 432/432 440/440 441/441
f 441/441 440/440 432/432
f 440/440 433/433 432/432
f 432/432 433/433 435/435
f 433/433 441/441 435/435
f 435/435 441/441 433/433
f 441/441 427/427 433/433
f 433/433 427/427 429/429
f 427/427 421/421 429/429
f 429/429 421/421 422/422
f 421/421 430/430 422/422
f 422/422 430/430 429/429
f 430/430 428/428 429/429
f 429/429 428/428 420/420
f 428/428 421/421 420/420
f 420/420 421/421 420/420
f 421/421 428/428 420/420
f 420/420 428/428 426/426
f 428/428 418/418 426/426
f 426/426 418/418 419/419
f 418/418 418/418 419/419
f 419/419 418/418 426/426
f 418/418 427/427 426/426
f 426/426 427/427 431/431
f 427/427 430/430 431/431
f 431/431 430/430 422/422
f 430/430 423/423 422/422
f 422/422 423/423 431/431
f 423/423 423/423 431/431
f 431/431 423/423 424/424
f 423/423 432/432 424/424
f 424/424 432/432 424/424
f 432/432 425/425 424/424
f 424/424 425/425 433/433
f 425/425 432/432 433/433
f 433/433 432/432 433/433
f 432/432 425/425 433/433
f 433/433 425/425 419/419
f 425/425 427/427 419/419
f 419/419 427/427 406/406
f 427/427 407/407 406/406
f 406/406 407/407 415/415
f 407/407 414/414 415/415
f 415/415 414/414 414/414
f 414/414 415/415 414/414
f 414/414 415/415 423/423
f 415/415 422/422 423/423
f 423/423 422/422 408/408
f 422/422 416/416 408/408
f 408/408 416/416 415/415
f 416/416 407/407 415/415
f 415/415 407/407 415/415
f 407/407 416/416 415/415
f 415/415 416/416 424/424
f 416/416 423/423 424/424
f 424/424 423/423 417/417
f 423/423 416/416 417/417
f 417/417 416/416 408/408
f 416/416 409/409 408/408
f 408/408 409/409 416/416
f 409/409 417/417 416/416
so you need to solve the riddle which face indices are the valid one.
I don't have the time atm to solve such riddles.

Having a look at point clouds is more promissing here:


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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: Mon Mar 06, 2017 10:11 pm 
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Allright, thanks a lot for the tool and for looking into it for me Shakotay.

I will not give this one up just yet.


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 Post subject: Re: Extracting simple models
PostPosted: Tue Mar 07, 2017 12:56 am 
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beretta_magazine :D

0x4 - 4bytes - number of vertices
0x8 - 4bytes - number of faces
UVs are halffloat not shorts


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