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goto 0x104
get files short
get null short
filexor "0x73 0x64 0x66 0x61 0x73 0x6C 0x64 0x66 0x6B 0x6A 0x66 0x73 0x6C 0x6B 0x65 0xA4 0xA9 0xA4 0xB8 0xA4 0xA7 0xA4 0xA9 0xA4 0xA9 0xA4 0xA4 0xA4 0xB7 0x73 0x64 0x66 0x21 0x40 0x40 0x23 0x21 0x40 0x46 0x24 0x47 0x67 0x66 0x67 0x64 0x73 0x00"
for i = 0 < files
get id long
putarray 0 i id
next i
for i = 0 < files
get id1 long
putarray 1 i id1
next i
for i = 0 < files
getarray OFFSET 1 i
if OFFSET == -1
getdstring null 0x310 #this is the recursive directory info but we can skip it in this game
endif
if OFFSET != -1
getdstring basename 0xF8
get SIZE long
get UNK01 long
get UNK02 long
getdstring NULL 0x18
getdstring NAME 0x1EC
getdstring basename 0x8
putarray 2 i SIZE
putarray 3 i NAME
endif
next i
filexor ""
savepos base
for i = 0 < files
getarray OFFSET 1 i
getarray SIZE 2 i
getarray NAME 3 i
math OFFSET + base
if NAME != 0
log NAME OFFSET SIZE
endif
next i
finale00 wrote:I've updated the script to load all meshes. It also parses the bone section, which is just a bunch of bone names.
Consider the size of each vertex, there might be indices into these bones. Or not, considering how many 0's there are.
It looks like the material names are defined with the meshes as well, but I still haven't parsed the mtl files properly so some of the textures won't be loaded.
At the top of the script there's a variable called MODE that's set to 0 or 1.
If it's set to 1 then all model files in the same folder as the model you chose will be loaded.
The textures are located in an archive called "texture" somewhere else