Help with writing stuff sounds great - my programming experience is very low, but I want to learn about this stuff.vlad001 wrote:in its current form it is not usable by itself. you can parse files and have the data in structured form, that's it. for example, use FLVParser to parse some flv then you can access geometry data, uv's, ... through the the FLVParser's member variables (e.g. Meshes, Materials, ...). if you tell me what you want to do with the data maybe i could (help you) write some exporter or so.
I want to convert everything into a usable format like .obj for 3d, .bmp/png/jpg etc for the textures. And I want each model to have the correct positioning data when it's imported. My goal is to have a complete 3D map which could be viewed and explored. I'm not too sure if a PC can handle the entire world loaded, but it probably isn't more than a few tens of millions of polys, in which case it may work. If it's too big for realtime then I could at least do renders.
The dvdbnd0.bdt contains 1352 .flv files, but when I use chrrox's .bdf extractor I end up with thousands more .flver files. So I'm pretty sure they are in the .bdf's.vlad001 wrote:the bdf's only contain havok files and tpf's, so yes it extracts everything from the bdf's.
i think the flv's can be directly extracted from the dvdbnd0.bdt/bhd5 (or similar); there is a quickbms-script from chrrox which does that.