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RF Model Structure

Post questions about game models here, or help out others!
Nava
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RF Model Structure

Post by Nava » Fri May 02, 2008 4:32 am

A few people have asked around for the RF Online mesh structure. To make this elegant I should probably write out the structure for each section, but I didn't prepare that offhand, so check my sourcecode.

A straight rip from a structorian file i made for the headers is here.
struct MESHFILE
{
u16 LimbCount;
child MESHLIMBDATA;
}

struct MESHLIMBDATA
{
str[len=100] MeshName;
str[len=100] LimbName;
[hidden] u16 uk1;
u32 ScaleX;
skip 16;
u32 ScaleY;
skip 16;
u32 ScaleZ;
[hidden] u16 uk2;
u32 PositionX;
u32 PositionY;
u32 PositionZ;
[hidden] u16 uk3;
u32 uk4;
u32 uk5;
skip 122;
u16 PositionsCount;
u16 FacesonLimb;
u16 Sector3Count;
}

proceeding is a 28 byte struct which consist of the following
dword X - vector position
dword Y
dword Z
4 byte constant
dword X - normal position
dword Y
dword Z

Sadly I am to lazy to read off the rest to you, check over my source code in my msh->obj converter.

http://honor-rf.blogspot.com/2008/04/rf ... h-obj.html

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Re: RF Model Structure

Post by mariokart64n » Fri May 02, 2008 6:35 am

cool, but i can only seem to find msh files for the items and stuff. what about character models/nps? they seem to be packed in an rfs file
Research: [DOA2U] [DOA5U]

Nava
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Re: RF Model Structure

Post by Nava » Sat May 03, 2008 12:04 am

For character models check in [RF Folder]\Character\Player\Mesh, I can guarentee perfect unpacking for all files under DEFAULTBF.RFS, but there will be problems with msh's extracted from some acc and cora files, nothing too bad. NPC's & Monsters are there too lmao. I don;t think I mentioned anything about textures, so I will mention how to handle that. Extract the parralel textures from the tex directory, and use photoshop or something to convert the RFT->DDS->BMP. Open the MTL file with notepad and change the .dds to .BMP and you should have a perfectly skinned model.

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Re: RF Model Structure

Post by OggerMC » Wed May 07, 2008 2:30 pm

i get severl erros when i use it :S
i tryed to convert this file
BELCOR_WEAPON_TSTAFF_196.msh
from
\RF Online\Item\Weapon\Mesh

WEM10.RFS (used RFSUnPack to unpack the .rfs)

pls, i need some help >_<
i want edit the glow of that staff :D

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Re: RF Model Structure

Post by Nava » Thu May 08, 2008 4:17 am

I will take a quick look for you, it may be one of the limited restrictions, but I can probably make an alternate program for you. Also, I think glow is an effect file of different format, if not then the dds texture attached, not the actual model.

Edit:

Er, that one was a working one with my XNA viewer(another program), I know because I accidently deleted it... if you can send it to me somehow I can look. As for effects, the Chef\Eff\ contains effects for various level staffs of that package, opening it with a hex editor you will see it references some .DDS files, try manipulating or rerouting those.

Edit2:
Got a copy of the file, there is a lot of extra data in the header for the weapon, so I am measuring that currently. The actually vertex data still starts at 0x2D8-5. The first count is there, the sector3 count is missing, I am going to try to patch that in.

Edit3: By assuming sector3 is always the same length as the position count I was able to load it, thank you alot that may be what I need to load any model! here are a few pics from the xna viewer, give me a few mins to update my exporter.

Image

Nava
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Update

Post by Nava » Thu May 08, 2008 5:17 am

Program update for my little friend, thanks to you my program is now more functional.

http://www.zshare.net/download/117026826741dd97/

Also check the blog. All I did was change a single line and a lot more work now. Also, remember if the texture doesn'
t load scroll up for info on how to. Enjoy, and let me know if you find more errors.

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Re: RF Model Structure

Post by OggerMC » Thu May 08, 2008 10:45 am

weee i gona try it, thanks alot
hehe, im glad that my erros helped ya ^_^

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Re: RF Model Structure

Post by OggerMC » Thu May 08, 2008 11:49 am

The contents of this post was deleted because of possible forum rules violation.

Nava
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Re: RF Model Structure

Post by Nava » Fri May 09, 2008 4:35 am

To achieve what you want, you need to go to RF\Chef\Tex folder. The eff files mention 55Shield_Pink.dds & Silver_Red.dds, but from your pictures those don't seem to be it. Try modding the colors on STAFF_135.dds, STAFF_Y.dds, STAFF_Y_01.dds, and elec_04.dds

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Re: RF Model Structure

Post by OggerMC » Fri May 09, 2008 10:03 am

thanks for the hints :D

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Re: RF Model Structure

Post by OggerMC » Fri May 09, 2008 3:03 pm

ive checked the files u mentioned, but they are all already red/orange effects.

but i though i need to find the effect/texture what applys to the staffs current one, and change it.
so i though i have to find the blue,lightining one and change it color thema.

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Re: RF Model Structure

Post by Nava » Sun May 11, 2008 12:43 am

And for you, I present the effect ripper. No more lonely nights of manual extraction, now it will do it fast. Use in the Rf Effect folder with RPK files. There are tons of them... Goodluck. BTW, although the rip is easy, the replacement is manual, muahaha. Contact me on msn to do it. I am to lazy to make it easy for you.

http://www.zshare.net/download/11835826bc3c3633/

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Re: RF Model Structure

Post by Nava » Sun May 11, 2008 2:30 am

Actually, I am thinking the effect may be in RF/Chef/ChefEntity1.rpk or RF/Chef/ChefEntity2.rpk ... To be honest, you got me stumped on this, but the control file is external of the mesh I am certain.

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Re: RF Model Structure

Post by mariokart64n » Mon May 12, 2008 11:24 pm

seems to crash alot on the player msh files, but the part that sucks is everything is in pieces. like legs arms, the torso and head are all mushed together in the center. I'm guessing the coordinate data for these objects are located in the animation files.. :(

oh well from a modding perspective the OBJ to MSH function would have a greater value then just model viewing.
Research: [DOA2U] [DOA5U]

Nava
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Re: RF Model Structure

Post by Nava » Wed May 14, 2008 1:07 am

Actually the coordinating data is in the headers, I ignore it in my extraction.

[hidden] u16 uk2;
u32 PositionX;
u32 PositionY;
u32 PositionZ;

That part controls location, but it basically transforms the points from an origin location.

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