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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
Make_H2O-ForzaHor3-jm9.zip

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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

"We are Microsoft. You will be assimilated. Resistance is Futile."


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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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