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- Mon Apr 02, 2012 3:13 am
- Forum: 3D/2D models
- Topic: LithTech Models (.abc, .ltb, .dat)
- Replies: 93
- Views: 47406
Re: LithTech Models (.abc, .ltb, .dat)
.dat map format added to the list. Samples: http://forum.xentax.com/viewtopic.php?f=16&t=8674 It is difficult to do type checking and only checks the first one to see if it's a particular integer. Just from combat arms and MM9 alone, it's evident that they both share similar structs, but also ha...
- Sun Apr 01, 2012 9:27 pm
- Forum: 3D/2D models
- Topic: combat arms
- Replies: 18
- Views: 6053
Re: Lithtech Jupiter Engine | .DAT Files (Combat Arms)
I have updated the script so just download it again and try running them on some other dat files. If they don't work upload them. I just need the header though, so just copy paste the first 100 KB or something of the file into a new file (make sure the hex is preserved) and upload those. I want the ...
- Sun Apr 01, 2012 9:06 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1831
- Views: 566644
Re: Señor Casaroja's Noesis
lol it was a typo
- Sun Apr 01, 2012 7:52 pm
- Forum: 3D/2D models
- Topic: combat arms
- Replies: 18
- Views: 6053
Re: Lithtech Jupiter Engine | .DAT Files (Combat Arms)
Alright, got the faces sorted out. Sort of looks like what was shown in the video. http://i.imgur.com/TzZvx.jpg Though, no normals or UV's yet. I ignore everything after the meshes section. Script updated. The header is still hardcoded though. What's really silly is that there are some faces with 8 ...
- Sun Apr 01, 2012 7:29 pm
- Forum: General game tools
- Topic: Spotlight: Señor Casaroja's Noesis
- Replies: 1831
- Views: 566644
Re: Señor Casaroja's Noesis
I don't like C++ but it's probably more suitable as a general parser rather than just a one-off thing.
Anyways for the QUAD options, I don't seem to be able to use them?
Noesis just tells me they're undefined.
Anyways for the QUAD options, I don't seem to be able to use them?
Noesis just tells me they're undefined.
- Sun Apr 01, 2012 7:00 pm
- Forum: 3D/2D models
- Topic: combat arms
- Replies: 18
- Views: 6053
Re: Lithtech Jupiter Engine | .DAT Files (Combat Arms)
Still don't know the unknown struct, but I was comparing it with Might and Magic 9 .dat format and it is very similar except they use different datatypes to store certain values (eg: shorts vs bytes). The only values that matter are those 10 integers defined in the mesh header, and most of them seem...
- Sun Apr 01, 2012 4:20 pm
- Forum: 3D/2D models
- Topic: Does anyone interested in webgl?
- Replies: 41
- Views: 23083
Re: Does anyone interested in webgl?
That one has even more indices.
Just look at the 43's and you'll see that there are 13 more values before the next 43.
The ones that start with 42 have only 10 values after.
They might even be quads.
Just look at the 43's and you'll see that there are 13 more values before the next 43.
The ones that start with 42 have only 10 values after.
They might even be quads.
Code: Select all
43: 7,8,33,9; 13: 0,1,2,3 ; 0,1,2,3,
- Sun Apr 01, 2012 4:12 pm
- Forum: 3D/2D models
- Topic: combat arms
- Replies: 18
- Views: 6053
Re: Lithtech Jupiter Engine | .DAT Files (Combat Arms)
Hopefully someone will see something I'm not seeing 
- Sun Apr 01, 2012 4:02 pm
- Forum: 3D/2D models
- Topic: combat arms
- Replies: 18
- Views: 6053
Re: Lithtech Jupiter Engine | .DAT Files (Combat Arms)
The overall structure has been parsed except for two structures, the beginning of the file, and a struct I commented with "unk struct4". For the beginning I simply hardcoded it to skip to the start of the mesh section, starting with the numMesh. The one I hardcoded is for rattlesnake. If a...
- Sun Apr 01, 2012 2:22 pm
- Forum: 3D/2D models
- Topic: combat arms
- Replies: 18
- Views: 6053
Re: Lithtech Jupiter Engine | .DAT Files (Combat Arms)
Are there any smaller maps (in terms of filesize) around? For comparison
- Sun Apr 01, 2012 2:01 pm
- Forum: 3D/2D models
- Topic: combat arms
- Replies: 18
- Views: 6053
Re: Lithtech Jupiter Engine | .DAT Files (Combat Arms)
I am looking at might and magic 9 models and can see that they use different format (based on the first integer). Anyways onto the file you posted. Can you post a render of how that rattlesnake map should look? (either in-game screenshot or something) This is what I've gotten from hardcoding some of...
- Sun Apr 01, 2012 1:28 pm
- Forum: 3D/2D models
- Topic: combat arms
- Replies: 18
- Views: 6053
Re: Lithtech Jupiter Engine | .DAT Files (Combat Arms)
Just post some .dat files. If the extractor works there's no need to post a rez archive. I looked at some .dat files but didn't get anything that looks like vertices. Am I able to create a map file from scratch using these tools? For example, a simple cube so I can pin-point exactly what I need. If ...
- Sun Apr 01, 2012 1:19 pm
- Forum: 3D/2D models
- Topic: Does anyone interested in webgl?
- Replies: 41
- Views: 23083
Re: Does anyone interested in webgl?
I never added materials normals or UV because UV's are per-face and not per-vertex.
If I brute-forced it by creating new vertices it will take too long to process all that data.
If I brute-forced it by creating new vertices it will take too long to process all that data.
- Sun Apr 01, 2012 11:21 am
- Forum: 3D/2D models
- Topic: Does anyone interested in webgl?
- Replies: 41
- Views: 23083
Re: Does anyone interested in webgl?
It should.
- Sun Apr 01, 2012 9:31 am
- Forum: 3D/2D models
- Topic: Does anyone interested in webgl?
- Replies: 41
- Views: 23083
Re: Does anyone interested in webgl?
The normals and UV's are stored as separate lists so I guess that would make sense. It would be nice if the list is consistent, otherwise parsing it would end up being checking each value one at a time... lol ok I went and parsed it as you said and here's something.. http://i.imgur.com/5bqD7.jpg htt...
