First, I am attaching sample file. Here's what I found:
This is Textured model, with hardcoded texture.
Texture is uncompressed .TIM, that can be found at header
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10 00 00 00 09File contains camera animation, that starts probably at 0x5d4, with:
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02 00 08 00 20Next is probably vertices, that looks like TMD, has similiar ASCII pattern, but there's no header, and I can't find any software that can read RAW bytes in TMD way. By HEX'ing I found, that there're three objects there. Every new object starts with specific:
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01 00 00 00 08 00 00...Sample:
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20 00 35 00 21 00 36 00 54 9c 80 3c 54 68 b2 00 7e 9c 7e 68 80 80 80 2c0x0 (1B) - Stands for ID, with every verticle it raises up by 1.
0x2 (1B) - Same as above (?)
0x3 (17B) - Not yet researched
0x21 (3B) - It does repeat in every single object
0x24 (1B) - End of object.
Also, there's second pattern, that doesn't match above, but also deletes triangles. Sample 16 bytes:
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4e 0c 4e 0c 00 00 4e 0c 68 10 00 00 4e 0c 99 efnull'ying every 4 byte deletes one face, it's okay, but changing this to some other variables like aa aa 0c 0c makes the triangle go high up the world. This could be TMD, but even with documentation, I just can't find anything that make it work.
Please help!
Thread on Qhimm:
http://forums.qhimm.com/index.php?topic ... 223521#new


. I read your tutorial, but I couldn't find so called "alphabet" thing. In tutorial there were clear "byte 00 byte 00 byte 00", here I'm having
. This is totally other "alphabet" thing. Could you help me some more with this?
. There are numbers on the right from 00 to FF. 
,
. The additional vertices by the main square are as I can see in-game some extension to ground. The model unfortunately contains UV, this harders face searching. In tutorial, you're dividing it by 2, maybe this face has more size than WORD.



