A point or vertex dumper would be helpful, that way I can remodel them using the points as reference
/thx'n adv
File Sample:
http://www.mediafire.com/file/zzzk2yomm ... ostume.zip

SOS!alera wrote:Mario said he isolated the data that had the model vertices. I don't know where this is but the floats I DID find where in a non standard 16bit format.
The float2txt program converts standard 32bit floats but this file seems to have 16bit floats.
I would like to know where in the file is the data mario speaks of, in order to see if I can convert the floats into standard 32bit floats. If it works then I could code a obj exporter for this file and others. also if the face index data is not found or is not there then I could link up the vertices randomly so it can be imported into 3dsmax.
Code: Select all
// FILE-ARCHIVE header
// size does not include headers
// offsets are relative to current file/archive start
int header_size;
int file_size;
int file_name_offset;
int next_file_offset;
int file_size;
int file_name_offset;
int next_file_offset;
...
if next_archive_offset = 0xFFFFFFFF -> end of list
if header_size > 0x20 -> archive
if header_size = 0x20 -> file
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// TGF /////////////////////////////////////////
--header (32 bytes)
char magic[4]; // 'TGF '
int number_of_mesh_entries;
int mesh_list_offset;
int texture_index_offset;
int an_offset_right_after_texture_names;
int size_of_something;
int another_offset;
int end_of_file;
--mesh list (number_of_entries * 12)
int unknown1;
int offset_to_mesh_data;
int unknown2;
-- mesh data
--- header (variable size)
TO DO. there is the number of vertices, the vertex data size and the number of triangles
---vertex data (vertex_data_size * number_of_vertices)
---triangle data (unsigned short list)