Battlefield 4 chunk meshes

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luxox18
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Battlefield 4 chunk meshes

Post by luxox18 » Mon Nov 18, 2013 1:07 am

inside the file *.mesh we can found the name of the 3d model chunk

Image

the models are not compressed.

http://www.mediafire.com/download/ogu86 ... e1u/mp.rar

maybe someone can analyze and convert the models

thanks

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shakotay2
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Re: Battlefield 4 chunk meshes

Post by shakotay2 » Mon Nov 18, 2013 8:55 am

that's too easy, isn't it?
Image

H2O file:
0xDD10 3780
VB1
36 32
0x0 1144
0202

(Search for UV data might be more difficult.)
edit: nope - UVpos is 32
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

luxox18
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Re: Battlefield 4 chunk meshes

Post by luxox18 » Tue Nov 19, 2013 1:18 am

thanks for this, was easy but I don't know how to calculate the VB size.

note: the name of the lod00 models inside the mesh file are in 0xC8 position.

Image

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Re: Battlefield 4 chunk meshes

Post by shakotay2 » Tue Nov 19, 2013 10:20 am

Vertex Block size should be the same for most models in the game.

You don't need to calculate it - it's just experience, finding patterns:

Image

VBsize is the distance (offset in bytes) between the patterns.
(ehm, yes, in the 2nd pattern I missed the first zero. :cry: )
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

luxox18
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Re: Battlefield 4 chunk meshes

Post by luxox18 » Wed Nov 20, 2013 8:26 am

thanks for the simple explanation! :)

other thing.... some meshes look like this , specifically head meshes.

Image

I'm doing something wrong? (VB: 36)

here is the chunk model:

http://www.mediafire.com/download/o3ed1 ... 3702ff.rar

thanks

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Re: Battlefield 4 chunk meshes

Post by shakotay2 » Wed Nov 20, 2013 10:55 am

You did not take care of submeshes in face index list: 0x1D840, 0x1D8DC, 0x2269A etc..

glasses SM0:
0x1D840 78
VB1
36 32
0x0 28
0202

head SM1:
0x1D8DC 9951
VB1
36 32
0x3F0 2103
0202

startaddress of head to be calculated as addr[SM+1]= addr[SM]+28*36
SM is previous submesh, so addr[0]=0x0 here; addr[1]= 0 + 0x3F0

addr[2]= addr[1]+vertsCount[1] *36= 0x3F0 + 2103*36= 0x12BAC

Image
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

luxox18
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Re: Battlefield 4 chunk meshes

Post by luxox18 » Thu Nov 21, 2013 2:46 am

thanks! all submeshes imported :)

Image

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Re: Battlefield 4 chunk meshes

Post by artworkplay » Thu Nov 21, 2013 6:25 am

Great work guys...
since the files aren't compressed, is it possible to get skeletal information as well?

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Re: Battlefield 4 chunk meshes

Post by luxox18 » Thu Nov 21, 2013 8:30 am

I found other head models where I can't define the VB block. (some head models use VB40)
the file structure looks a little bit different

here are some chunks:

http://www.mediafire.com/download/uqcr1 ... /Heads.rar

note: ninja ripper extract head meshes with deformity but with HEX2OBJ I can export heads in perfect condition.

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Re: Battlefield 4 chunk meshes

Post by luxox18 » Thu Nov 21, 2013 8:39 am

artworkplay wrote:Great work guys...
since the files aren't compressed, is it possible to get skeletal information as well?
binds and skeletal structure are in different files but I don't know where are this files

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Re: Battlefield 4 chunk meshes

Post by matt55 » Tue Dec 03, 2013 3:46 pm

Guys! Is it possible to get mesh using this method from NFS:Rivals since it's running on the same engine as BF4?
I posted a topic here with attachment: viewtopic.php?f=10&t=10997
I can't ripp 3d mesh from the game, only textures can be grabbed, I use Ninja ripper 1.1.4.

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