Hi shakotay2 and others!
I am trying to convert Spellforce: Order of the Dawn (2003) .msb files to .obj, but since I am a studying noob with little to no time, I beg for your help.
And later I would like to make an importer and an exporter in python, because the game loads it's files from .pak, but if you put a texture or music/sound in the main dir, it loads from the main main dir instead. This could (in a dumb theory) apply to it's 3D mesh files, thus allowing to mod the game's 3D models.
I did your tutorial and tried a few simple models, but it's possible I failed to fully understand some basic stuff.
If I set 40 bytes in a row, it starts to look organized.
I also noticed a few patterns.
Green: Repeats from the beggining of the file (except for the first line).
Blue: Repeats through the entire file (except for the first line again and a few lines at the end of the file).
Yellow/intersected: What I used for finding face indices. (and got a 205 vertex count)
I also have the mesh ripped with NinjaRipper in .obj format.
Imported in Blender, the file has 205 verts, 485 edges and 288 faces/tris.
Can this info be used to find the correct vertex count? As the .obj mesh has 205 verts, should I aim to get 205 vertex count?
(your tutorial .obj mesh had 20 additional verts than your vertex count in hex2obj so I don't know)
I experimented a lot, but the cloud didn't show anything resembling the ripped .obj. I also tried to go along with your tutorial, no luck.
I guess the only clue I have is the face indices.
I provide .zip with the .msb and .dds texture from the game's .pak and also the ripped .obj.
Please, point me at least in the right direction. Thank you all.
Also, respect to you all for supporting this topic for 4 years!