Far Cry Instincts .xbg
- Acewell
- VIP member

- Posts: 1329
- Joined: Wed Nov 05, 2008 12:16 pm
- Has thanked: 2683 times
- Been thanked: 841 times
Re: Far Cry Instincts .xbg
i added support for your non working diffuse texture samples. the normal map texture samples look morton swizzled but i still could not get correct image scale so i just commented out that in the script and is there if you want to play around with it to get it working right. i have no clue what format the oceandist_00.xbt texture is. ususally if i cannot get anything to show up in TextureFinder there is not much else i can do. 
You do not have the required permissions to view the files attached to this post.
-
devmode
- beginner
- Posts: 27
- Joined: Mon Jun 06, 2016 7:51 pm
- Has thanked: 6 times
- Been thanked: 5 times
Re: Far Cry Instincts .xbg
I'm writing maxscript for importing this XBG format and want recognize vertex normals.
e.g. for model with FVFSize = 16 for normals remains only 4 bytes (allocated with bold text):
I gues what normals can stored in these 4 bytes (nx, ny, nz, nw), but I cant get correct value for dividing. Divide to 65535.0, or divide to 255.0 * 2 - 1 do not give right result as can be seen into 3ds Max.
e.g. for model with FVFSize = 16 for normals remains only 4 bytes (allocated with bold text):
Code: Select all
BD 00 6D 00 9C 01 01 00 A6 47 80 30 [b]80 C7 E6 80[/b]
vx short, vy short, vz short, null\delimetr short, tu short, tv short, [b]normals??[/b]-
donatoqueen
- ultra-n00b
- Posts: 1
- Joined: Sat Sep 24, 2011 6:59 am
Re: Far Cry Instincts .xbg
Can you please let me know how I can retrieve the filenames and extensions from the files I export using quickbms? Currently they all appear as .ubi etc and just use what looks hexadecimal values for the filenames.

