Super Runabout .MODL
Posted: Mon Feb 13, 2017 1:01 pm
Hello guys,
As the only way to rip a Dreamcast model is by running the game in demul 057 (which doesn't transform Z axis properly) and you get a skewed model that can be barely used, a friend of mine helped me crack the .MODL format used in Super Runabout 2000 for the Dreamcast. Here's what he figured out so far:
He has a problem figuring out the data after the verticles. He says it is probably something simple, but he can't figure it out.
I also supplied the entire .CBN the .MODL files were extracted from. If needed I can send more samples. I have the textures ripped already too. Many thanks!
As the only way to rip a Dreamcast model is by running the game in demul 057 (which doesn't transform Z axis properly) and you get a skewed model that can be barely used, a friend of mine helped me crack the .MODL format used in Super Runabout 2000 for the Dreamcast. Here's what he figured out so far:
Code: Select all
typedef struct {
float x;
float y;
float z;
}Vector3;
typedef struct {
float x;
float y;
}Vector2;
typedef struct {
long chunkFileLength;
ushort chunkType;
ushort chunkLength;
if(chunkType == 4){
byte junk[52];
Vector3 vertices[chunkLength];
}else if(chunkType == 8){
long unkshit;
byte junk[20];
Vector3 unk1;
Vector3 unk2;
byte moreJunk[8];
ushort unk3;
ushort unk4;
byte evenMoreJunk[8];
Vector2 vectorList[chunkLength];
byte evenEvenMoreJunk[6];
}
}MODELCHUNK;
struct RunaboutModel {
char modelName[40];
Vector3 min;
Vector3 max;
float radius;
byte junk[8];
MODELCHUNK chunk1;
MODELCHUNK chunk2;
}RNBMDL;
I also supplied the entire .CBN the .MODL files were extracted from. If needed I can send more samples. I have the textures ripped already too. Many thanks!