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.o3d format conversion help.

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db.
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.o3d format conversion help.

Post by db. » Thu Oct 11, 2007 10:16 am

having issues converting files from .o3d to .x or .obj, its from a game called flyff, and people have been modding .dds files for client side of the game but i was wanting to try modding the 3d files in a modeler. someones done it already but not explaing much on how.

post:
http://forum.ragezone.com/f206/flyff-re ... ost2651398

Game:
http://flyff.gpotato.com/

sample file: see below.
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db.
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Post by db. » Sun Oct 14, 2007 12:27 am

[ unneeded code ]
Last edited by db. on Wed Oct 17, 2007 2:25 pm, edited 1 time in total.

fatduck
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Post by fatduck » Mon Oct 15, 2007 7:19 pm

Your post above didn't help me! But I had figured the format out already! :D

Code: Select all

--------------
Header section
--------------
byte           uknCount1
struct uknData1 {
  byte
} uknData1[uknCount1]
dword          ??               //always 0x15
byte  X 4                       //??
dword X 8      ??               //always 00
byte  X 39                      //??
dword          ??               //always 0x3E
dword          ??               //always 0x3F
byte           flag1            //??
byte           flag2          
byte           flag3
byte           flag4
byte           flag5
struct uknData2 {
  float X 3
} uknData2[flag2]
dword                           //??
dword                           //??
dword                           //??
dword          lodCount

------------
Mesh Section
------------
struct LODmesh {
  dword X 2
  dword        uknCount3        //?? Something related to bones
  struct uknData3 (
    dword
  } uknData3[uknCount3]
  dword
  dword        nTermimator      //0xFFFFFFFF
  float X 16   Matrix4X4        //transformation
  float X 6    BBox             //?? Bounding Box
  byte X 40                     //always 00
  dword        XCount           //?? Vert Shader
  dword        VtCount          //verts count
  dword        FcCount          //face count
  dword        FcSize           //Face indices size
  struct XData {
    float X 3
  } XData[XCount]
  struct VertPool {
    float X 3      posXYZ
    float          weight1
    float          weight2
    word           Bone1
    word           Bone2
    float X 3      NormalXYZ
    float X 2      UV
  } VertPool[VtCount]
  struct Face {
    word           idx1
    word           idx2
    word           idx3
  } Face[FcCount]
  struct XIndex {
    word           idx
  } XIndex[VtCount]
  dword          XXCount        //same as XCount
  struct XXData {
    dword
  } XXData[XXCount]
  ----------------
  material section
  ----------------
  dword
  dword          MatCount       //?? *material count(even MatCount = 0, still have material)
  struct Material {
    float x 3    colorRGBA
    float x 3    colorRGBA
    float x 3    colorRGBA
    float x 3    colorRGBA
    dword                       //always 00
    dword        TexLeg
    char[TexLeg] szTexture
  } Material[MatCount] 
  dword        matIDCount     //face material count
  struct FaceMatID {
    dword                       //always 0
    dword        MFcCount       //face for this MatID
    dword        MatID
    dword                       //always 4
    byte X 120                  //all 00
  } FaceMatID[matIDCount]
} LODmesh[lodCount]
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db.
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Post by db. » Mon Oct 15, 2007 8:43 pm

fatduck wrote:Your post above didn't help me! But I had figured the format out already! :D
i was hoping it did, it was the dx controls im guessing , but inside the .exe and awesome ! waited so long for this.

now to just get a way to export it into .obj or something similar
Last edited by db. on Wed Oct 17, 2007 2:26 pm, edited 1 time in total.

db.
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Post by db. » Tue Oct 16, 2007 3:33 am

have to admit i am new at this but how would i go about exporting this to a file i could use in a modeler?

db.
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Post by db. » Wed Oct 17, 2007 2:27 pm

well i asked fatduck if he could help me out but he's got a bit on his plate, so is there anyone else who could help me out on this.

db.
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Post by db. » Sun Oct 21, 2007 6:18 am

bump :(

babebabe
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Post by babebabe » Thu Oct 25, 2007 4:26 am

DIY guys, we already had format description :D

db.
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Post by db. » Thu Oct 25, 2007 4:07 pm

babebabe wrote:DIY guys, we already had format description :D
uhm... i dunno coding ... if did i wouldnt be having all this trouble ;\

db.
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Post by db. » Tue Nov 06, 2007 6:28 am

still hoping someone can come up with a converter for this please.

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Post by bizzybody » Thu Jan 03, 2008 8:55 am

The extention .o3d was used by the 3D model format in "Darkstone". The editor for that format is called MakeO3D.

Google for make03d to find the editor. If that will open your files, then ask on the Darkstone Forum for help- some people have done custom models for that game and may have info on exporting o3d to some other format.

Karpati
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Post by Karpati » Fri Jan 11, 2008 6:10 am

bizzybody,

I compared these file formats and I know 100 % the Flyff's .o3d format is not the Darkstone's .o3d ones.

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Post by Rheini » Fri Jan 11, 2008 9:31 am

fatduck wrote:Your post above didn't help me! But I had figured the format out already! :D
You are the 3D model format god! :D :wink:
Would you mind having a look at this thread? viewtopic.php?t=2546
We already collected some information, but some stuff is still missing.

ICON
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Re: .o3d format conversion help.

Post by ICON » Sat Oct 11, 2008 11:55 pm

Wow Still no tools for this. That Kinda Sucks I could use this.

prekon
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Re: .o3d format conversion help.

Post by prekon » Mon Oct 13, 2008 12:03 pm

I have a primitive converter but i want to convert it really not just half :/
Maybe ill figure that stuff thats left out soon (Bones, Animation, Some files just are different..)

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