Post questions about game models here, or help out others!
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Henchman800
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by Henchman800 » Wed Apr 01, 2020 10:38 am
shakotay2 wrote: ↑Wed Apr 01, 2020 6:57 am
zm-uvs.png(uvs (blue rectangles) seem to need another index set (gray rectangle) - whatever.)
Nice!
So how to use the uv-info in hex2obj?
Also do you Think the grey Box innerts could be weight and bone info?
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ddadd
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by ddadd » Wed Apr 01, 2020 1:45 pm
Ok I found part of the bullet 3d model as you can see here
bullet needs help.png
so any ideas of what I'm missing?
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shakotay2
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by shakotay2 » Wed Apr 01, 2020 3:38 pm
Henchman800 wrote: ↑Wed Apr 01, 2020 10:38 am
Also do you Think the grey Box innerts could be weight and bone info?
No! It's indices (for normals). This was stated already. I only wasn't sure if they were to be used for uvs, too. (Static models usually don't need weights.)
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daemon1
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by daemon1 » Wed Apr 01, 2020 3:50 pm
shakotay2 wrote: ↑Wed Apr 01, 2020 6:57 am
uvs (blue rectangles) seem to need another index set
uvs do not need any index sets. They BELONG to faces.
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shakotay2
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by shakotay2 » Wed Apr 01, 2020 3:55 pm
Usually, yes. But here none of the three uv sets gives me a decent uv map then while the point cloud doesn't look that bad. (Tried other combinations of the 6 float values - failed.)
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daemon1
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by daemon1 » Wed Apr 01, 2020 4:03 pm
shakotay2 wrote: ↑Wed Apr 01, 2020 3:55 pm
Usually, yes. But here none of the three uv sets gives me a decent uv map then while the point cloud doesn't look that bad. (Tried other combinations of the 6 float values - failed.)
there are no 3 uv sets. The uvs are 3 actual UVs for each vertex of a face. And they make proper UV map.
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ddadd
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by ddadd » Sun Apr 05, 2020 1:29 am
So does my bullet post above wrong, or is that actually how it it supposed to look?
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Henchman800
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by Henchman800 » Sun Apr 05, 2020 3:02 pm
daemon1 wrote: ↑Wed Apr 01, 2020 4:03 pm
The uvs are 3 actual UVs for each vertex of a face. And they make proper UV map.
So is it solveable in hex2obj then? It sounds like getting the UVs is a little more complicated...
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ddadd
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by ddadd » Wed Apr 08, 2020 3:43 pm
So anyone get any more models?
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Henchman800
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by Henchman800 » Sat Apr 11, 2020 9:10 am
ddadd wrote: ↑Wed Apr 08, 2020 3:43 pm
So anyone get any more models?
No, since models with Multiple submeshes (most of them) can only be Puzzled together with info from the game.exe as dameon1 said.
Although im pretty sure, that some can be out together manually.
But therefore we need uv-info...without we cant apply textures correctly
![Satisfied :]](./images/smilies/%5Bcolon%5D%5D.gif)
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ddadd
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by ddadd » Tue Apr 28, 2020 12:37 pm
I have noticed that nearly all the textures and stuff are in part0 of the chd, but is their a way to rip more parts? I believe that their are still some more in other parts. Also I think it would be cool to rip the fmvs of the game.
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Henchman800
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by Henchman800 » Wed Apr 29, 2020 7:07 pm
ddadd wrote: ↑Tue Apr 28, 2020 12:37 pm
I believe that their are still some more in other parts.
daemon1 stated already what the other parts are about here:
daemon1 wrote: ↑Mon Feb 17, 2020 7:11 pm
Drop raw file onto carnevilraw, and it will split it into partitions. Only 1st one has all the files, others are music and videos. You can open music directly as 16-bit mono. About videos i'm not sure, but they must be something simple too.
Yeah, it would be great to have the FMVs! You should get some sample files and make a thread about it in the correct section:
viewforum.php?f=36
I'm pretty sure, that the members over there can fiddle them out
daemon1 wrote: ↑Wed Apr 01, 2020 4:03 pm
shakotay2 wrote: ↑Wed Apr 01, 2020 3:55 pm
Usually, yes. But here none of the three uv sets gives me a decent uv map then while the point cloud doesn't look that bad. (Tried other combinations of the 6 float values - failed.)
there are no 3 uv sets. The uvs are 3 actual UVs for each vertex of a face. And they make proper UV map.
I dunno, but it sounds like you guys know how to handle the models uvs already. Could you shine light on ddadd and me on how to find them via hex2obj or did you use a custom script?

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daemon1
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by daemon1 » Wed Apr 29, 2020 7:44 pm
Henchman800 wrote: ↑Wed Apr 29, 2020 7:07 pm
I dunno, but it sounds like you guys know how to handle the models uvs already. Could you shine light on ddadd and me on how to find them via hex2obj or did you use a custom script?
I already said everything how it works. Typical layout for year 2000.
I used my own code to get that skull and a few other samples. Its not a script.
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ddadd
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by ddadd » Wed Apr 29, 2020 7:52 pm
Also I think Daemmon means this
ok here's the layout of ZM file:
1. vertices array: float x,y,z for each
2. normals array: float x,y,z for each
3. faces array:
material (uint32)
vertex index 1 (int16)
vertex index 2 (int16)
vertex index 3 (int16)
normal index 1 (int16)
normal index 2 (int16)
normal index 3 (int16)
UV1 (float x,y)
UV2 (float x,y)
UV3 (float x,y)
I'm not sure you can read it with hex2obj, maybe yes, maybe no