Seems to be an archive, doesn't it?
The strings are preceded by some numbers that could be the offsets of the corresponding string. But I didn't test it.
Yeah I only know that they are dword sized, can be floats of course. I forgot that there's still another int coming before those bytes in SPRS chunks. Edit: The number of bytes in SPRS is equal the described sum multiplied by 3! So this could indeed be some triangle definition. The indices in those ...
You can grab a trial here . It's really worth a try. Nevertheless those files are only text files with C-like structure definitions. I can't say for sure, but GEOM (in MESH files!) seems to hold vertices. I imported the ones of an imp into 3ds Max and the vertices indeed made up something that looke...
I don't think so. The ITAB has as much integers as the number of vertices in the mesh. Besides there are also static meshes with no ANIM files, so the key to the problem seems to be the SPRS chunk. I found out that the GEOM chunk in MESH files contains the vertices for that mesh (3 floats for each v...
This is what I know so far: The files are made up of chunks starting with a fourcc at the beginning followed by the size of the whole chunk. struct { char fourcc[4]; int size; byte data[size-8]; } CHUNK; This is the structure of a file. There is either a MESH chunk or an ANIM chunk. KMSH int version...
If you use a bruteforce approach, it probably would be the best idea to implement zlib directly in your program.
Then you could also use in-memory decompression.
I used some ideas from here for my program.
So I assume that you mean only 1 wheel of the car was imported into gmax.
The cause might be that the program only exports the first mesh in the file.
Here's a slightly modified version that outputs all meshes.