https://anonymousfiles.io/bvKVBn9W/
https://anonymousfiles.io/42Bt3Ap5/
These .csab files cannot be loaded with any version of N3dsCmb viewer.
Zelda Ocarina of Time 3D - .csab files that are unreadable with N3dsCmb viewer
- shakotay2
- MEGAVETERAN

- Posts: 3461
- Joined: Fri Apr 20, 2012 9:24 am
- Location: Nexus, searching for Jim Kirk
- Has thanked: 955 times
- Been thanked: 1876 times
Re: Zelda Ocarina of Time 3D - csab. files that are unreadable with N3dsCmb viewer
can't serve with .csab - using hex2obj (view link in my sig) for getting a mesh:
.
.
You do not have the required permissions to view the files attached to this post.
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."
- shakotay2
- MEGAVETERAN

- Posts: 3461
- Joined: Fri Apr 20, 2012 9:24 am
- Location: Nexus, searching for Jim Kirk
- Has thanked: 955 times
- Been thanked: 1876 times
Re: Zelda Ocarina of Time 3D - .csab files that are unreadable with N3dsCmb viewer
Is there any .zar file with .csab included which CAN be loaded by N3dsCmb viewer with anim played?
btw: I got rid of the exception occuring on selecting a .csab anim but the horse still doesn't move.
(Playing doesn't seem to be implemented nor the building of frame list data.)
You might read xdaniels post here (from 4 years ago):
https://gbatemp.net/threads/n3dscmbview ... st-5667609
horse skeleton data, logged by viewer (shortened):
Code: Select all
Experimental Cmb Viewer v0.2.6 - Model log for epona.cmb
-- CmbChunk --
Filesize: 0x11780
Number of chunks: 0x6, Unknown: 0x0
Cmb name: epona
Number of indices: 0xC24
Indices offset: 0x6B0C, Texture offset: 0x8380
-- SklChunk --
Number of bones: 0x19, Unknown: 0x0
-- Bone 0, Par -1 Scale XYZ: 1, 1, 1 rot XYZ: 0, 0, 0 trans XYZ: 0, 5789, -2411.384
-- Bone 1, Par 0 Scale XYZ: 1, 1, 1 rot XYZ: -1.5708, -1.53979, -1.5708 trans XYZ: 0, -158.6708, 984.148
-- Bone 2, Par 1 Scale XYZ: 1, 1, 1 rot XYZ: 0, 0, -0.250276 trans XYZ: 1726.692, 146.1416, 0
-- Bone 3, Par 2 Scale XYZ: 1, 1, 1 rot XYZ: 0, 0.0319913, 2.23911 trans XYZ: 2006.52, 1170.472, 835.2
-- Bone 4, Par 3 Scale XYZ: 1, 1, 1 rot XYZ: 0.0127438, -0.0105506, -0.409707 trans XYZ: 1200.532, 4.64456E-05, 0
-- Bone 5, Par 4 Scale XYZ: 1, 1, 1 rot XYZ: -0.00108238, -0.0162147, 0.0576295 trans XYZ: 1417.916, 0, 0
-- Bone 6, Par 5 Scale XYZ: 1, 1, 1 rot XYZ: 0.00188848, -0.00170928, -0.835167 trans XYZ: 1726.86, 0, 0
-- Bone 7, Par 2 Scale XYZ: 1, 1, 1 rot XYZ: 0, 0, -0.724362 trans XYZ: 2200.924, -230.0648, 0
-- Bone 8, Par 7 Scale XYZ: 1, 1, 1 rot XYZ: 0, 0, 0.328187 trans XYZ: 1205.488, 70.2504, 0
-- Bone 9, Par 8 Scale XYZ: 1, 1, 1 rot XYZ: 0, 0, 1.3901 trans XYZ: 1448.02, -101.322, 0
-- Bone 10, Par 2 Scale XYZ: 1, 1, 1 rot XYZ: 0, -0.0319915, 2.23911 trans XYZ: 2006.52, 1170.492, -835.2
-- Bone 11, Par 10 Scale XYZ: 1, 1, 1 rot XYZ: -0.012744, 0.0105509, -0.409708 trans XYZ: 1200.524, 7.59712E-05, 0
-- Bone 12, Par 11 Scale XYZ: 1, 1, 1 rot XYZ: 0.00108233, 0.0162146, 0.0576273 trans XYZ: 1417.928, 0, 0
-- Bone 13, Par 12 Scale XYZ: 1, 1, 1 rot XYZ: -0.00188848, 0.00170928, -0.835164 trans XYZ: 1726.88, 0, 0
-- Bone 14, Par 1 Scale XYZ: 1, 1, 1 rot XYZ: 0, 0, 3.09995E-06 trans XYZ: 1268.024, -1763.744, 0
-- Bone 15, Par 0 Scale XYZ: 1, 1, 1 rot XYZ: -1.5708, -0.414462, -1.5708 trans XYZ: 690.868, -498.416, -525.828
-- Bone 16, Par 15 Scale XYZ: 1, 1, 1 rot XYZ: 0, 0.0424371, 1.04715 trans XYZ: 1535.376, 0, 0
-- Bone 17, Par 16 Scale XYZ: 1, 1, 1 rot XYZ: 0.022342, -0.0540031, -0.554481 trans XYZ: 1607.232, -7.16944E-05, 0
-- Bone 18, Par 17 Scale XYZ: 1, 1, 1 rot XYZ: -0.0131906, 0.0121209, -0.827676 trans XYZ: 1993.904, 0, 0
-- Bone 19, Par 0 Scale XYZ: 1, 1, 1 rot XYZ: -1.5708, -0.41446, -1.5708 trans XYZ: -690.944, -498.416, -525.828
-- Bone 20, Par 19 Scale XYZ: 1, 1, 1 rot XYZ: 0, -0.0424372, 1.04714 trans XYZ: 1535.376, 0, 0
-- Bone 21, Par 20 Scale XYZ: 1, 1, 1 rot XYZ: -0.022342, 0.0540032, -0.55448 trans XYZ: 1607.228, 0, 0
-- Bone 22, Par 21 Scale XYZ: 1, 1, 1 rot XYZ: 0.0131907, -0.0121209, -0.827681 trans XYZ: 1993.904, 0, 0
-- Bone 23, Par 0 Scale XYZ: 1, 1, 1 rot XYZ: 0, 1.5708, 0 trans XYZ: 0, 387.2696, -1308.824
-- Bone 24, Par 23 Scale XYZ: 1, 1, 1 rot XYZ: 0, 0.0113405, 0 trans XYZ: 2346.832, 0, 0
. (difference of offsets= count x 16)
------------------------------------
(well, I totally forgot about the skinning. I've to check whether the exported mesh includes the weightings at least.)
Seems to be handled (but I didn't find the weights in the .dae export):
Code: Select all
/* Maaaaaaybe? I dunno... not using this yet either */
Vector2[] weights = new Vector2[(int)(Root.VatrChunk.BoneWeights.Length - sepd.BoneWeightArrayOffset) / You do not have the required permissions to view the files attached to this post.
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."
