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[X360] Star Wars Battlefront III pre-alpha (*.rax)

Post questions about game models here, or help out others!
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shakotay2
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Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Post by shakotay2 » Sat Mar 11, 2017 10:45 am

AceWell wrote: face indices (33858) * 2 = 67716 - 63096 (0xf678) = 4620 /2
so the last mat group would be assigned to the last 2310 faces out of the submesh total faces 8D
For the first submesh, yes, I'd say so.

(But I've made a stupid error with absolute/relative face indices, some + is required.
Submesh 6 should have 7 groups.)

well, it's not a simple '+', those crazy dev bastards might have used the same principles for building groups as the ones from FH3?
(Gosh, I really hope I don't have to work with median face indices and do a quicksorting which was a bad idea for early FH3 extractor versions.)

see this is so annoying:
f 2724/2724 2725/2725 2726/2726
f 2725/2725 2727/2727 2726/2726
f 742/742 744/744 743/743
f 741/741 742/742 743/743
f 743/743 752/752 741/741
f 750/750 741/741 752/752
f 750/750 752/752 751/751
f 749/749 750/750 751/751
f 745/745 746/746 747/747
f 748/748 747/747 746/746
f 747/747 748/748 741/741
f 750/750 747/747 741/741
f 2720/2720 2721/2721 2722/2722
f 2721/2721 2723/2723 2722/2722
f 2723/2723 2713/2713 2722/2722

Simple solutions looks good for some submesh but misses too many groups (reason see at end of post):
ob-rax-simple.JPG
(seems I'll have to do a "per submesh" sorting at least)

edit: I did that sorting, it looked ok for the first submesh but not for the rest.

For the unsorted thingie it's weird:

There's this maximum faceindex, # 12. maxFI 27928 (might be wrong calculated, not sure)
and there's the values from the "FACE " tables:

# 27324
# ----------
# 27519 28186 < which don't make too much sense down from here
# ----------
# 28189
# ----------
# 28284 28725
# ----------
# 28755
# ----------
# 28764
# ----------
# 29178
# ----------
# 0
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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."

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Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Post by CZW » Tue Dec 26, 2017 9:57 pm

AceWell

have you find a way to read the UVmap from the Shipyard ? and the Tributary ? it don't work with Unwrap3D pluggin ...
regards

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Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Post by Acewell » Tue Jan 09, 2018 6:48 am

CZW wrote:have you find a way to read the UVmap from the Shipyard ? and the Tributary ? it don't work with Unwrap3D pluggin ...
no, not yet. i set this project aside for now, i will return to it some time this year though. :D

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Re: [X360] Star Wars Battlefront III pre-alpha (*.rax)

Post by CZW » Tue Jan 09, 2018 7:16 pm

AceWell wrote:
CZW wrote:have you find a way to read the UVmap from the Shipyard ? and the Tributary ? it don't work with Unwrap3D pluggin ...
no, not yet. i set this project aside for now, i will return to it some time this year though. :D

Dont worry
I know you are able to do it ^^
I have the time ...
Just I need finally to see fixed those models, inside and outside, with the right textures ..
Bump me when you can work on it .. thks

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