This is how the mobys.dat files look. the clankpuzzles mobys.dat is shown here.

Here are some file that I got off of the pre-alpha disk
https://www.dropbox.com/sh/pyc1trdk6ojlrej/IdFGiBLDpo


Wow nice their format hasn't changed since Resistance 2. Pretty straight forward structure sadly I can't help right now got exams on and busy with other stuffo0DemonBoy0o wrote:So Iv'e taken a look at some of the R&C:N files and the models seem like they could be in these mobys.dat files with textures in textures.dat files.
This is how the mobys.dat files look. the clankpuzzles mobys.dat is shown here.
Here are some file that I got off of the pre-alpha disk
https://www.dropbox.com/sh/pyc1trdk6ojlrej/IdFGiBLDpo
Code: Select all
// .dat Ratchet and Clank texture files
// Insomniac Games ???? ????
// Stored in 2 files header.dat and texel.dat
// Header.dat
struct IGHW_header {
int32 header_define; // IGHW Header identifier (IGHW) (const)
int32 unknown_var1; // unknown (const)
int32 unknown_var2; // identifier1 (sound 0x3) (image data 0x2)
int32 unknown_var3; // identifier2 (sound 0x50) (image data 0x40)
};
That's pretty great Shatokay, but I still don't know how to use hex2obj even after I read the tutorial.shakotay2 wrote:Some models should be handled by hex2obj, v0.2 now.




Seems you got the trick.o0DemonBoy0o wrote:and that got me his face mesh
Well, looks like this:The only thing needed now seems to be UVs.

VBsize is different.o0DemonBoy0o wrote:Is this a different kind of model from Ratchet?

Nope. Not that I know of anyway.shakotay2 wrote: Didn't cra0 make a texture tool?