luckraken wrote:i dont know if buffer is the right word to indicate it
It's OK to use that word.
luckraken wrote:maybe it's dWord but im not sure because for the vertexs in both ways seemed to work fine.
I guess you're reffering to the "Word"/"dWord" button of hex2obj? That's for face indices data types and does not affect how the vertex elements are read.
luckraken wrote:
...but now i can't find in any way the start of the faces...
I looked to find a point with 00 00 00 01 00 02 but nothing, then i tought that maybe because its litE that would be 00 00 01 00 02 00 but nothing still.. so i tried to search for 00 00 00 00 00 00 00 01 00 00 00 02
i don't know what else to try, what should i look for in this case?
Searching for the "0 1 2" pattern is not what I usually do when looking for indices unless you're dealing with a really large file and you can't locate the face buffer with scrolling down till the end of file. But well you did and nothing found. The best solution is the one I described there:
Bigchillghost wrote:...looking for the face buffer. As face indices are stored as an array of intergers, they usually look like a regular character table in the text view instead of some random bytes.
For a more visualized description the face buffer looks like a disordered "alphabet".
About the endianness, you can get a clue there:
Bigchillghost wrote:
Usually Windows, PS4 and Android file systems use little endianness, while console file systems, like Wii, PS3 and Xbox 360, are using big endianness.