See the indx chunk on your picture.huckleberrypie wrote: One thing though: Could you point me as to where the face indices can be found or how to find them in the RIFF node?
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WRC 7 .P3D models
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Re: WRC 7 .P3D models
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Re: WRC 7 .P3D models
I presume the Makeobj thingy you mentioned is for Blender, yes?shakotay2 wrote: Anyways, here's the zip with uvs contained:
https://www7.zippyshare.com/v/3yF3IYqF/file.html
Some uvs may need some scaling (1.5?) but the selected one in the picture obviously not:
Alright, noted.Karpati wrote:See the indx chunk on your picture.huckleberrypie wrote: One thing though: Could you point me as to where the face indices can be found or how to find them in the RIFF node?

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Re: WRC 7 .P3D models
Output is (one) wavefront .obj with submeshes (see zip file) so any 3D app should do.huckleberrypie wrote:I presume the Makeobj thingy you mentioned is for Blender, yes?
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."
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: WRC 7 .P3D models
Yeah I know that. I was actually referring to the Make_obj project with C source code.shakotay2 wrote:Output is (one) wavefront .obj with submeshes (see zip file) so any 3D app should do.huckleberrypie wrote:I presume the Makeobj thingy you mentioned is for Blender, yes?
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Re: WRC 7 .P3D models
The Make_obj project is not blender specific, it creates wavefront obj outputs which can be read by most 3D apps.huckleberrypie wrote:Yeah I know that. I was actually referring to the Make_obj project with C source code.
(But it wouldn't help you that much if you don't know 'C'.)
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."
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: WRC 7 .P3D models
I see, so it's a standalone application then.shakotay2 wrote:The Make_obj project is not blender specific, it creates wavefront obj outputs which can be read by most 3D apps.huckleberrypie wrote:Yeah I know that. I was actually referring to the Make_obj project with C source code.
(But it wouldn't help you that much if you don't know 'C'.)
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Re: WRC 7 .P3D models
btw, we'd need a decent Riff viewer with the ability to export the hierarchy.
The one I have stops at node 32 for some unkn reason:
The one I have stops at node 32 for some unkn reason:
Code: Select all
0. Root
1. D_Main
2. Piston_FR
3. Piston_RR
4. D_Exhaust
5. D_Exhaust_Flash
6. Exhaust
7. HUD_INT
8. J_Boot_L
9. J_Boot_R
10. J_Bumper_BL
11. J_Bumper_BR
12. J_Bumper_FL
13. J_Bumper_FR
14. J_Hood_L
15. J_Hood_R
16. J_Wiper_L
17. Wiper_L
18. Piston_FL
19. Piston_RL
20. D_B_Bumper_F
21. D_B_Bumper_B
22. D_B_Wing_L
23. J_Wing_L
24. J_Wing_R
25. D_B_Wing_R
26. D_Wheel_F
27. D_Wheel_R
28. J_Wiper_R
29. Wiper_R
30. Body
31. Body_LOD1
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."
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: WRC 7 .P3D models
What RIFF viewer are you using? Mine's RIFFPad but that one seems pretty spartan and lacking certain features.shakotay2 wrote:btw, we'd need a decent Riff viewer with the ability to export the hierarchy.
The one I have stops at node 32 for some unkn reason:Code: Select all
0. Root 1. D_Main 2. Piston_FR 3. Piston_RR 4. D_Exhaust 5. D_Exhaust_Flash 6. Exhaust 7. HUD_INT 8. J_Boot_L 9. J_Boot_R 10. J_Bumper_BL 11. J_Bumper_BR 12. J_Bumper_FL 13. J_Bumper_FR 14. J_Hood_L 15. J_Hood_R 16. J_Wiper_L 17. Wiper_L 18. Piston_FL 19. Piston_RL 20. D_B_Bumper_F 21. D_B_Bumper_B 22. D_B_Wing_L 23. J_Wing_L 24. J_Wing_R 25. D_B_Wing_R 26. D_Wheel_F 27. D_Wheel_R 28. J_Wiper_R 29. Wiper_R 30. Body 31. Body_LOD1
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Re: WRC 7 .P3D models
It's Riffview, but it misses the 2nd half of the nodes, too bad. So I decided to get a C# project from the inet, RiffparserDemo which allowed me to create some position2node list manually. There's some things I don't understand so far, so for example
J_Bumper_BL_10, J_Bumper_BR_11, J_Bumper_FL_12, J_Bumper_FR_13 which don't appear in that list.
Also the wipers need the rotation applied.
(node names are still messed up but I'm too lazy to care for hierarchy.)
J_Bumper_BL_10, J_Bumper_BR_11, J_Bumper_FL_12, J_Bumper_FR_13 which don't appear in that list.
Also the wipers need the rotation applied.
(node names are still messed up but I'm too lazy to care for hierarchy.)
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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."
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: WRC 7 .P3D models
The missing nodes could probably account for why I don't seem to be getting the high-quality windscreen, rear window and a few others.shakotay2 wrote:It's Riffview, but it misses the 2nd half of the nodes, too bad. So I decided to get a C# project from the inet, RiffparserDemo which allowed me to create some position2node list manually. There's some things I don't understand so far, so for example
J_Bumper_BL_10, J_Bumper_BR_11, J_Bumper_FL_12, J_Bumper_FR_13 which don't appear in that list.
Also the wipers need the rotation applied.
(node names are still messed up but I'm too lazy to care for hierarchy.)
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Re: WRC 7 .P3D models
Problem is that some NoHe names don't seem to be connected to a mesh because they are "joints"
such as J_Bumper_BL for example.
I really don't have the patience to crawl through that damned hierarchy to decide how to assign the meshes to the "real" mesh names.
As for example D_Exhaust, D_Exhaust_Flash and Exhaust seem to share one mesh.
D_B_Wing_L, D_B_Wing_R, D_Wheel_F/ _R don't have vpos sections.
Astonishingly I found a name sorting algo that's totally simple (so it may give faulty results):
From mesh number 58 to 70 everything is labeled Wing_L_58, that's probably wrong so rename them, please.
Also some meshes remain clumped in the middle.
https://www12.zippyshare.com/v/SPQrd8rr/file.html
such as J_Bumper_BL for example.
I really don't have the patience to crawl through that damned hierarchy to decide how to assign the meshes to the "real" mesh names.

As for example D_Exhaust, D_Exhaust_Flash and Exhaust seem to share one mesh.
D_B_Wing_L, D_B_Wing_R, D_Wheel_F/ _R don't have vpos sections.
Astonishingly I found a name sorting algo that's totally simple (so it may give faulty results):
Code: Select all
// assign names
cnt=0 ;
for (i=0;i<SMcnt;i++) { //
while (addrList_arr[cnt]<Vaddr_arr[i]) cnt++ ;
cnt-- ;
strcpy(szSM_Name[i], szSM_Name[cnt]) ;
fprintf( stream, "# %d %s\n", i, szSM_Name[i]) ;
}
Also some meshes remain clumped in the middle.
https://www12.zippyshare.com/v/SPQrd8rr/file.html
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."
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: WRC 7 .P3D models
That's 'swell. Is there anything else that's needed to be done? Might send some more samples when I have the time. And no worries if you don't have the patience to do the rest of the format either, I'm not in a rush for things anyway.shakotay2 wrote:Problem is that some NoHe names don't seem to be connected to a mesh because they are "joints"
such as J_Bumper_BL for example.
I really don't have the patience to crawl through that damned hierarchy to decide how to assign the meshes to the "real" mesh names.
As for example D_Exhaust, D_Exhaust_Flash and Exhaust seem to share one mesh.
D_B_Wing_L, D_B_Wing_R, D_Wheel_F/ _R don't have vpos sections.
Astonishingly I found a name sorting algo that's totally simple (so it may give faulty results):From mesh number 58 to 70 everything is labeled Wing_L_58, that's probably wrong so rename them, please.Code: Select all
// assign names cnt=0 ; for (i=0;i<SMcnt;i++) { // while (addrList_arr[cnt]<Vaddr_arr[i]) cnt++ ; cnt-- ; strcpy(szSM_Name[i], szSM_Name[cnt]) ; fprintf( stream, "# %d %s\n", i, szSM_Name[i]) ; }
Also some meshes remain clumped in the middle.
https://www12.zippyshare.com/v/SPQrd8rr/file.html
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Re: WRC 7 .P3D models
In regards to part positions, Szkaradek123 over at Zenhax mentioned about the NoHe node containing the necessary bone/skeleton stuff:
https://zenhax.com/viewtopic.php?f=5&t=8872
https://zenhax.com/viewtopic.php?f=5&t=8872
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Re: WRC 7 .P3D models
Not nice, huckleberrypie, to let people work in parallel, on zenhax and here on xentax.
I'll stop my investigations.

I'll stop my investigations.
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."
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: WRC 7 .P3D models
Oh, sorry about that mate, I didn't mean to disappoint you on this one. If you no longer feel like working on this one, fine, but please, I really didn't mean to burst your bubble on this. All I did was ask for a second opinion and all, not to tick you off royally.shakotay2 wrote:Not nice, huckleberrypie, to let people work in parallel, on zenhax and here on xentax.![]()
I'll stop my investigations.