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 Post subject: Re: [SCION OF FATE] How can to get 3d model environment
PostPosted: Fri Jul 06, 2018 8:27 pm 
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Currently I can open Obj file in Blender And see 500 submesh :)...But seem some submesh will linked with other submesh in order to make bigger mesh (ships mesh will include flag,body..And each that part is submesh). Can we know which submesh linked together?


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 Post subject: Re: [SCION OF FATE] How can to get 3d model environment
PostPosted: Fri Jul 06, 2018 10:37 pm 
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tainhx wrote:
(ships mesh will include flag,body..
Where do you have that information from?
Quote:
Can we know which submesh linked together?
I have no idea. There's MESH INDEX groups in 101.txt, maybe that helps?

MESH INDEX: 152
MESH INDEX: 153
MESH INDEX: 3205
MESH INDEX: 3210
---------------------

But you can simply select submeshes 10 to 15 in blender for example to get the ship parts moved together:


btw: there's is a good chance to use the World Matrix positions as offsets for the submeshes to un-clump the whole thing

(Overall I'd say those meshes are not impressive enough to spend more time with this, imho, so it's up to you to try out things.)


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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


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 Post subject: Re: [SCION OF FATE] How can to get 3d model environment
PostPosted: Sat Jul 07, 2018 9:02 am 
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shakotay2 wrote:
tainhx wrote:
(ships mesh will include flag,body..
Where do you have that information from?
Quote:
Can we know which submesh linked together?
I have no idea. There's MESH INDEX groups in 101.txt, maybe that helps?

MESH INDEX: 152
MESH INDEX: 153
MESH INDEX: 3205
MESH INDEX: 3210
---------------------

But you can simply select submeshes 10 to 15 in blender for example to get the ship parts moved together:


btw: there's is a good chance to use the World Matrix positions as offsets for the submeshes to un-clump the whole thing

(Overall I'd say those meshes are not impressive enough to spend more time with this, imho, so it's up to you to try out things.)



Quote:
There's MESH INDEX groups in 101.txt, maybe that helps?

MESH INDEX: 152
MESH INDEX: 153
MESH INDEX: 3205
MESH INDEX: 3210
---------------------


Is that right? I don't see it in 101.txt?

Anyway,Thank you very much for help me :wink:


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 Post subject: Re: [SCION OF FATE] How can to get 3d model environment
PostPosted: Sat Jul 07, 2018 11:23 am 
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Another question

We have mesh, we have UV and texture right now, So could we improve Make Obj tool to get full mesh with texture?

And There are some submesh has wrong information.Example SM_18, when I search index 18 in 101.txt, it give me another mesh



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 Post subject: Re: [SCION OF FATE] How can to get 3d model environment
PostPosted: Sat Jul 07, 2018 2:33 pm 
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tainhx wrote:
We have mesh, we have UV and texture right now, So could we improve Make Obj tool to get full mesh with texture?
The tool doesn't support texture/material but for any coder it should be possible to create a suiting material file (.mtl) for blender, I guess. You can insert a line
mtllib my_materials.mtl to the obj file.
Each submesh needs a usemtl line, for example:
g SM_1
usemtl material1

Quote:
And There are some submesh has wrong information.Example SM_18, when I search index 18 in 101.txt, it give me another mesh
I didn't care for indices (dunno how they count in 101.txt), I just numbered the submeshes in 101.YOM from the beginning on.

For 101.YOM you've to look here in 101.txt:
RENDERUNIT INDEX: 11
TEXTURE INDEX: 21
VERTEX °³¼ö: 64

Face °³¼ö: 126

Another example:
RENDERUNIT INDEX: 414 (in 101.txt) is submesh 420 in the Make_log.obj file (# 420. 1c852e 636).


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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


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 Post subject: Re: [SCION OF FATE] How can to get 3d model environment
PostPosted: Sat Jul 07, 2018 4:56 pm 
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shakotay2 wrote:
tainhx wrote:
We have mesh, we have UV and texture right now, So could we improve Make Obj tool to get full mesh with texture?
The tool doesn't support texture/material but for any coder it should be possible to create a suiting material file (.mtl) for blender, I guess. You can insert a line
mtllib my_materials.mtl to the obj file.
Each submesh needs a usemtl line, for example:
g SM_1
usemtl material1

Quote:
And There are some submesh has wrong information.Example SM_18, when I search index 18 in 101.txt, it give me another mesh
I didn't care for indices (dunno how they count in 101.txt), I just numbered the submeshes in 101.YOM from the beginning on.

For 101.YOM you've to look here in 101.txt:
RENDERUNIT INDEX: 11
TEXTURE INDEX: 21
VERTEX °³¼ö: 64

Face °³¼ö: 126

Another example:
RENDERUNIT INDEX: 414 (in 101.txt) is submesh 420 in the Make_log.obj file (# 420. 1c852e 636).



I thought RENDERUNIT INDEX: 414 is SM_414 in Make_log.obj :?: :?: :?: :?:


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 Post subject: Re: [SCION OF FATE] How can to get 3d model environment
PostPosted: Sun Jul 08, 2018 4:46 pm 
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Some Submesh have right index in 101.txt..some wrong :(:(:(:(


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 Post subject: Re: [SCION OF FATE] How can to get 3d model environment
PostPosted: Tue Jul 10, 2018 9:40 pm 
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use this list to find the suiting submesh in Make_log.obj:
Looks like so:
RENDERUNIT INDEX: 0
VERTEX: 12
Face: 39
RENDERUNIT INDEX: 1
VERTEX: 90
Face: 240
RENDERUNIT INDEX: 2
VERTEX: 307
Face: 798
RENDERUNIT INDEX: 3
VERTEX: 360
Face: 960
[...]
RENDERUNIT INDEX: 489
VERTEX: 43
Face: 180
RENDERUNIT INDEX: 490
VERTEX: 83
Face: 162
RENDERUNIT INDEX: 491
VERTEX: 40
Face: 84

(Keep in mind that there's 500 submeshes in the Make_log.obj, this explains the oddities.)
# vAddr: 156a, 12
# 0. 16ee 39
# vAddr: 1760, 90
# 1. 392c 240
# vAddr: 3b24, 307
# 2. 6188 798
[...]
# vAddr: 25a268, 43
# 498. 25a7cc 180
# vAddr: 25a958, 83
# 499. 25e7b0 162
# vAddr: 25e918, 40
# 500. 260730 84


Sadly I couldn't determine the "world offsets" for the submeshes since I don't see much sense in here for example:

[...]
RENDERUNIT INDEX: 486
World Matrix: -1682.802979 -337.331055 2206.236328
RENDERUNIT INDEX: 487
World Matrix: -1682.802979 -337.331055 2206.236328
RENDERUNIT INDEX: 486
World Matrix: -1947.464111 -338.274963 1808.319580
RENDERUNIT INDEX: 487
World Matrix: -1947.464111 -338.274963 1808.319580
RENDERUNIT INDEX: 486
World Matrix: -1962.520630 -320.321350 2174.964355
RENDERUNIT INDEX: 487
World Matrix: -1962.520630 -320.321350 2174.964355
RENDERUNIT INDEX: 20
World Matrix: 731.095825 -328.255524 541.421875
RENDERUNIT INDEX: 486
World Matrix: -1890.636475 -322.087830 2176.203125
RENDERUNIT INDEX: 487
World Matrix: -1890.636475 -322.087830 2176.203125
[...]

but some are to be found in the 101.YOM, so maybe used in the Make_obj project.


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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


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