
https://www.mediafire.com/file/zugy6spz ... M.bin/file
wow!! thanks alot!Bigchillghost wrote: ↑Sat Apr 03, 2021 2:18 pmOr these params for H2O:
MountHoverboard_2ndMesh_H2O.png
Bigchillghost, would you mind in explain a bit why you use those values in star vertices, face indices, and the count indices?Bigchillghost wrote: ↑Sat Apr 03, 2021 2:18 pmOr these params for H2O:
MountHoverboard_2ndMesh_H2O.png
I assume you have no question about the fact that the whole vertex data chunk begins at offset 8 and the whole index data chunk begins at offset 0x238AA4.moonpaladin wrote: ↑Sat Apr 03, 2021 2:50 pmBigchillghost, would you mind in explain a bit why you use those values in star vertices, face indices, and the count indices?
Code: Select all
long chunkID
long chunkSize
byte chunkData[chunkSize]
Huge thanks Bigchillghost! So detailed response !moonpaladin wrote: ↑Sat Apr 03, 2021 2:50 pmBigchillghost, would you mind in explain a bit why you use those values in star vertices, face indices, and the count indices?
Hell yeah! it works pretty well!2. Reset the base of the face indices by subtracting the min value from all these indices, which is referenced as "Zero Calibration" in AMR. An adjust to the base vertex address is also required though: (36219 * 36) + 8 = 0x13E554.
With the "Zero Calibration" option checked in AMR, you'll be able to construct the mesh without these unused vertices.
If you mean stripping the mesh per 500 triangles, then no.moonpaladin wrote: ↑Sat Apr 03, 2021 10:35 pma question about the AMR tool, is there be a way to export the model but in submeshes like hex2obj does?
I see! I was trying to divide it haha, by the way when you have a little time, can you take a look to this weapon model? It looks completely different to the standard format. It is possible to extract with hex2obj or AMR? or need to use another tool for this kind of format. Thanks for your time Bigchillghost.Bigchillghost wrote: ↑Sun Apr 04, 2021 3:37 amIf you mean stripping the mesh per 500 triangles, then no.moonpaladin wrote: ↑Sat Apr 03, 2021 10:35 pma question about the AMR tool, is there be a way to export the model but in submeshes like hex2obj does?
I've already said that you need to look for the required info in other files for proper submesh division. If you knew the polygon count of each submesh you can assign a material group to each of them, then you can split them by material groups in your 3D app if you'd like to.
For the mesh it is possible by specifying the Excess Bytes params in AMR:moonpaladin wrote: ↑Sun Apr 04, 2021 4:20 amIt looks completely different to the standard format. It is possible to extract with hex2obj or AMR? or need to use another tool for this kind of format.
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long polygonCount
for i = 0 < polygonCount
{
long polygonVertexIndices[3]
float polygonVertex1UVW[3]
float polygonVertex2UVW[3]
float polygonVertex3UVW[3]
long unknown[2]
}
Could you tell me how did you decide to put the number 44?For the mesh it is possible by specifying the Excess Bytes params in AMR:
ouch so sad to hear it, those are custom models of gunz the duel, a custom script like the noesis script right? I'm gonna be checking how to or examples, because didn't encounter a file that requiere a script only for UV's. Thanks for your time Bigchillghost.But the UVs are stored as per-polygon vertex texture coordinates along in the polygon struct like this:This situation is beyond AMR's capability and you can't handle it without a customized script or something like that.Code: Select all
long polygonCount for i = 0 < polygonCount { long polygonVertexIndices[3] float polygonVertex1UVW[3] float polygonVertex2UVW[3] float polygonVertex3UVW[3] long unknown[2] }
As shown in the layout: 12 * 3 + 8 = 44.moonpaladin wrote: ↑Sun Apr 04, 2021 5:02 pmCould you tell me how did you decide to put the number 44?![]()
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long polygonCount
for i = 0 < polygonCount
{
long polygonVertexIndices[3]
float polygonVertex1UVW[3] // 12 bytes
float polygonVertex2UVW[3] // 12 bytes
float polygonVertex3UVW[3] // 12 bytes
long unknown[2] // 8 bytes
}
A script, or a standalone program depending on the programming language you used.
It works!now I need to check if it have submeshes, I don't remenber if it is only a body or a complete set, and also need to know how to make that script for UV's XD! .I understanded alot with your image of the valuesAs shown in the layout: 12 * 3 + 8 = 44.