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Zelda Ocarina of Time 3D - .csab files that are unreadable with N3dsCmb viewer

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andree
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Zelda Ocarina of Time 3D - .csab files that are unreadable with N3dsCmb viewer

Post by andree » Fri Jul 19, 2019 10:30 pm

https://anonymousfiles.io/bvKVBn9W/
https://anonymousfiles.io/42Bt3Ap5/
These .csab files cannot be loaded with any version of N3dsCmb viewer.
Last edited by andree on Sun Aug 18, 2019 2:56 pm, edited 1 time in total.

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shakotay2
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Re: Zelda Ocarina of Time 3D - csab. files that are unreadable with N3dsCmb viewer

Post by shakotay2 » Fri Aug 02, 2019 10:30 pm

can't serve with .csab - using hex2obj (view link in my sig) for getting a mesh:
.
zelda_horse.zar-SM_01.png
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Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

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Re: Zelda Ocarina of Time 3D - csab. files that are unreadable with N3dsCmb viewer

Post by andree » Sun Aug 18, 2019 2:56 pm

bump

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Re: Zelda Ocarina of Time 3D - .csab files that are unreadable with N3dsCmb viewer

Post by shakotay2 » Sun Aug 18, 2019 8:43 pm

andree wrote:
Fri Jul 19, 2019 10:30 pm
These .csab files cannot be loaded with any version of N3dsCmb viewer.
Is there any .zar file with .csab included which CAN be loaded by N3dsCmb viewer with anim played?

btw: I got rid of the exception occuring on selecting a .csab anim but the horse still doesn't move.
(Playing doesn't seem to be implemented nor the building of frame list data.)

You might read xdaniels post here (from 4 years ago):
https://gbatemp.net/threads/n3dscmbview ... st-5667609

horse skeleton data, logged by viewer (shortened):

Code: Select all

Experimental Cmb Viewer v0.2.6 - Model log for epona.cmb

-- CmbChunk --
Filesize: 0x11780
Number of chunks: 0x6, Unknown: 0x0
Cmb name: epona
Number of indices: 0xC24
Indices offset: 0x6B0C, Texture offset: 0x8380

-- SklChunk --
Number of bones: 0x19, Unknown: 0x0

-- Bone 0, Par -1 Scale XYZ: 1, 1, 1 rot XYZ: 0, 0, 0 trans XYZ: 0, 5789, -2411.384
-- Bone 1, Par 0 Scale XYZ: 1, 1, 1 rot XYZ: -1.5708, -1.53979, -1.5708 trans XYZ: 0, -158.6708, 984.148
-- Bone 2, Par 1 Scale XYZ: 1, 1, 1 rot XYZ: 0, 0, -0.250276 trans XYZ: 1726.692, 146.1416, 0
-- Bone 3, Par 2  Scale XYZ: 1, 1, 1 rot XYZ: 0, 0.0319913, 2.23911 trans XYZ: 2006.52, 1170.472, 835.2
-- Bone 4, Par 3  Scale XYZ: 1, 1, 1 rot XYZ: 0.0127438, -0.0105506, -0.409707 trans XYZ: 1200.532, 4.64456E-05, 0
-- Bone 5, Par 4  Scale XYZ: 1, 1, 1 rot XYZ: -0.00108238, -0.0162147, 0.0576295 trans XYZ: 1417.916, 0, 0
-- Bone 6, Par 5  Scale XYZ: 1, 1, 1 rot XYZ: 0.00188848, -0.00170928, -0.835167 trans XYZ: 1726.86, 0, 0
-- Bone 7, Par 2  Scale XYZ: 1, 1, 1 rot XYZ: 0, 0, -0.724362 trans XYZ: 2200.924, -230.0648, 0
-- Bone 8, Par 7  Scale XYZ: 1, 1, 1 rot XYZ: 0, 0, 0.328187 trans XYZ: 1205.488, 70.2504, 0
-- Bone 9, Par 8  Scale XYZ: 1, 1, 1 rot XYZ: 0, 0, 1.3901 trans XYZ: 1448.02, -101.322, 0
-- Bone 10, Par 2  Scale XYZ: 1, 1, 1 rot XYZ: 0, -0.0319915, 2.23911 trans XYZ: 2006.52, 1170.492, -835.2
-- Bone 11, Par 10  Scale XYZ: 1, 1, 1 rot XYZ: -0.012744, 0.0105509, -0.409708 trans XYZ: 1200.524, 7.59712E-05, 0
-- Bone 12, Par 11  Scale XYZ: 1, 1, 1 rot XYZ: 0.00108233, 0.0162146, 0.0576273 trans XYZ: 1417.928, 0, 0
-- Bone 13, Par 12  Scale XYZ: 1, 1, 1 rot XYZ: -0.00188848, 0.00170928, -0.835164 trans XYZ: 1726.88, 0, 0
-- Bone 14, Par 1  Scale XYZ: 1, 1, 1 rot XYZ: 0, 0, 3.09995E-06 trans XYZ: 1268.024, -1763.744, 0
-- Bone 15, Par 0  Scale XYZ: 1, 1, 1 rot XYZ: -1.5708, -0.414462, -1.5708 trans XYZ: 690.868, -498.416, -525.828
-- Bone 16, Par 15  Scale XYZ: 1, 1, 1 rot XYZ: 0, 0.0424371, 1.04715 trans XYZ: 1535.376, 0, 0
-- Bone 17, Par 16  Scale XYZ: 1, 1, 1 rot XYZ: 0.022342, -0.0540031, -0.554481 trans XYZ: 1607.232, -7.16944E-05, 0
-- Bone 18, Par 17  Scale XYZ: 1, 1, 1 rot XYZ: -0.0131906, 0.0121209, -0.827676 trans XYZ: 1993.904, 0, 0
-- Bone 19, Par 0  Scale XYZ: 1, 1, 1 rot XYZ: -1.5708, -0.41446, -1.5708 trans XYZ: -690.944, -498.416, -525.828
-- Bone 20, Par 19  Scale XYZ: 1, 1, 1 rot XYZ: 0, -0.0424372, 1.04714 trans XYZ: 1535.376, 0, 0
-- Bone 21, Par 20  Scale XYZ: 1, 1, 1 rot XYZ: -0.022342, 0.0540032, -0.55448 trans XYZ: 1607.228, 0, 0
-- Bone 22, Par 21  Scale XYZ: 1, 1, 1 rot XYZ: 0.0131907, -0.0121209, -0.827681 trans XYZ: 1993.904, 0, 0
-- Bone 23, Par 0  Scale XYZ: 1, 1, 1 rot XYZ: 0, 1.5708, 0 trans XYZ: 0, 387.2696, -1308.824
-- Bone 24, Par 23  Scale XYZ: 1, 1, 1 rot XYZ: 0, 0.0113405, 0 trans XYZ: 2346.832, 0, 0
The animation data looks straight forward afaics, but you need frame interpolation (deja vue)
.
horse-hl_anim_stop2.png
(difference of offsets= count x 16)
------------------------------------
(well, I totally forgot about the skinning. I've to check whether the exported mesh includes the weightings at least.)

Seems to be handled (but I didn't find the weights in the .dae export):

Code: Select all

            /* Maaaaaaybe? I dunno... not using this yet either */
            Vector2[] weights = new Vector2[(int)(Root.VatrChunk.BoneWeights.Length - sepd.BoneWeightArrayOffset) / 
You do not have the required permissions to view the files attached to this post.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."

andree
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Re: Zelda Ocarina of Time 3D - .csab files that are unreadable with N3dsCmb viewer

Post by andree » Mon Aug 26, 2019 4:25 pm

A bump

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