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 Post subject: Re: [Help] Hex2obj
PostPosted: Tue Dec 13, 2016 6:31 pm 
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I replicated what you did fine.

But when messing with other chunk files I was trying to figure our how you got:

"5CCE0: start of face indices (FI) list"


It's not clear in the tutorial to me. How did you get that number?

As I go through this I plan on helping out on your tutorial for noobs. written by a noob for noobs!


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 Post subject: Re: [Help] Hex2obj
PostPosted: Tue Dec 13, 2016 11:56 pm 
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ekmek wrote:
But when messing with other chunk files I was trying to figure our how you got:

"5CCE0: start of face indices (FI) list"

Assumed first face to consist of 0, 1, 2 (-> 1, 2, 3 in one based wavefront format)
so search for 000001000200 (little endian of 0000 0001 0002).

Doesn't work always because the first face might consist of other vertices, may 3,4,5 or something else.

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 Post subject: Re: [Help] Hex2obj
PostPosted: Wed Dec 14, 2016 12:07 am 
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shakotay2 wrote:
ekmek wrote:
But when messing with other chunk files I was trying to figure our how you got:

"5CCE0: start of face indices (FI) list"

Assumed first face to consist of 0, 1, 2 (-> 1, 2, 3 in one based wavefront format)
so search for 000001000200 (little endian of 0000 0001 0002).

Doesn't work always because the first face might consist of other vertices, may 3,4,5 or something else.



ah, ok. I guess this where the hex editor comes in.


Do you recommend one?


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 Post subject: Re: [Help] Hex2obj
PostPosted: Wed Dec 14, 2016 4:08 am 
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My most preferred one is WinHex. But any other should do which has a decent search feature.

For me a byte grouping of 8 plus 8 is totally important (which HxD v 1.7.70 for example lacks of).



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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: [Help] Hex2obj
PostPosted: Thu Dec 15, 2016 2:57 am 
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I can not get any mesh to display on the attached file
some screenshots: http://imgur.com/a/kdUBC


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 Post subject: Re: [Help] Hex2obj
PostPosted: Thu Dec 15, 2016 9:05 am 
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face indices start address is correct; but it's 5 submeshes, search for 000001000200 to find the different startaddresses
next find: 0xFF04 (delta 0x2FF4 related to 0xCF10-> delta/2= 6138 face indices; vertex count= 1180)

Why set start of vertices to 0x1387? That's not senseful.

calculation CF10 + 35934x2= 0x1E7CC shows where to search for vertices.


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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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