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 Post subject: Re: Make_obj (C source)
PostPosted: Wed Oct 31, 2018 12:41 pm 
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shakotay2 wrote:
asphyxiazation wrote:
so, out of curiosity, what are the other contents of the prefab file that its size reaches 1.829kb while the actual mesh is only 126kb
It's normals which I usually skip; and weight data, I guess; there's positions and rotations for the skeleton bones, and some other data that would require a deeper look.


thanks for the insight, shakotay2! 8)


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 Post subject: Re: Make_obj (C source)
PostPosted: Sat Dec 22, 2018 10:57 am 
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shakotay2 wrote:
Scion of Fate, 101.YOM tested only (may fail on others, adding of unrecognized FI blocks to the source is required then).

yeah, that's not nice: all objects are clumped together. Maybe there's offsets in the 101.txt file to move them into correct positions (position in World Matrix is a candidate).
Also uvs of some objects seem to be missing.

You have the source, so don't complain, improve it.

Image
Please help me.
Some files cause problems


Last edited by leyme on Sun Dec 23, 2018 10:00 am, edited 1 time in total.

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 Post subject: Re: Make_obj (C source)
PostPosted: Sun Dec 23, 2018 1:42 am 
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thanx for reporting, leyme! :)
Here's an update for the SuperHeroGeneration auto correction (which had a problem; checked hg009_0001_01_m01.mbg only!):

(no source update this time because ZoE source part is not ready for release and I'm too lazy to cut it from the actual source)


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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
"You quoted the whole thing, what a mess."


Last edited by shakotay2 on Tue Dec 25, 2018 3:01 pm, edited 2 times in total.

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 Post subject: Re: Make_obj (C source)
PostPosted: Sun Dec 23, 2018 9:59 am 
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shakotay2 wrote:
thanx for reporting, leyme! :)
Here's an update for the SuperHeroGeneration auto correction (which had a strange bug; checked hg009_0001_01_m01.mbg only!):

(no source update this time because ZoE source part is not ready for release and I'm too lazy to cut it from the actual source)


Image
Thanks shakotay2.
Other files are error.
https://www.mediafire.com/file/j322x7ag87d4bip/other_sample_file_mbg.zip/file


Last edited by leyme on Sun Dec 23, 2018 9:40 pm, edited 1 time in total.

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 Post subject: Re: Make_obj (C source)
PostPosted: Sun Dec 23, 2018 3:02 pm 
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well, too bad. The "bug" was not a bug, it worked as expected but I didn't get the real problem so far (need more time, next year, I assume (: )

I made a workaround (see updated zip in my previous post) so that you can load the meshes at least into blender for example. Then erase the spoiled submeshes (hopefully one intact one will remain):


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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
"You quoted the whole thing, what a mess."


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 Post subject: Re: Make_obj (C source)
PostPosted: Mon Dec 24, 2018 4:48 am 
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well, thing is, there's unrecognized vertex blocks:


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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
"You quoted the whole thing, what a mess."


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 Post subject: Re: Make_obj (C source)
PostPosted: Tue Dec 25, 2018 12:59 am 
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shakotay2 wrote:
well, thing is, there's unrecognized vertex blocks:

wow.I salute you for your enthusiasm


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 Post subject: Re: Make_obj (C source)
PostPosted: Tue Dec 25, 2018 3:18 pm 
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yeah, I'm totally surprised, too. :D (made an update to the previous zip) But I really need a break here.

Still some spoiled meshes, with er045_0001_02_m01.mbg for example.
You may check out for yourself (using hex2obj for example) which correction might be false;
or maybe vBlock and FIblock pairs don't fit together.

(abbreviations: vCnt= vertex count; FIcnt= face indices count)
# start of vertices
#0 59e
# UV01 0x7859c (2574) (name is uv01, but appears to be a vertex block for me)
#1 b6517
#2 c30de
#3 d202d
#4 e933a
#5 13cd61
# UV01 0x1db03f (2574)
#6 233baa
#7 247c2c
#8 270d6e

# FIs at:
# 0x70819
# 0xb36c9
# 0xc1d74
# 0xc3783
# 0xd12d9
# 0xe8058
# 0x10a80d
# 0x1acfdc
# 0x21616c
# 0x23f407
# 0x25dc57
# 0x292241
# SubMesh count and FIs block count are different!
Some SM may be missing. 11 != 12
#0 vCnt: 7461 (at 0x496), FIcnt: 21738
correction counts: 4887 / 16002
#1 vCnt: 502 (at 0xb6413), FIcnt: 2292
corr: FIcnt 5736
#2 vCnt: 613 (at 0xc2fd6), FIcnt: 1557
corr: FIcnt 2292
#3 vCnt: 959 (at 0xd1f29), FIcnt: 2226
corr: FIcnt 42
#4 vCnt: 1451 (at 0xe9236), FIcnt: 6603
corr: FIcnt 1515
#5 vCnt: 7461 (at 0x13cc59), FIcnt: 21738
corr: 4887 / 2226
#6 vCnt: 502 (at 0x233aa6), FIcnt: 2292
corr: FIcnt 6603
#7 vCnt: 959 (at 0x247b28), FIcnt: 2226
corr: FIcnt 16002
#8 vCnt: 1451 (at 0x270c6a), FIcnt: 6603
corr: FIcnt 5736

_________________
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
"You quoted the whole thing, what a mess."


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