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NCAA Football 14 RSF File
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LtCheeseburger
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NCAA Football 14 RSF File
While looking through game files from NCAA FB 14 AST Files, ive stumbled across multiple RSF files which may contain geometry, shaders, and a ton of other stuff for 3D models within the game.I cant figure out how to extract files from said RSF I've provided one of the files in question, any help would be appreciated!
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- shakotay2
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Re: NCAA Football 14 RSF File
Using hex2obj (view link in my sig), first submesh only:
.
.
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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LtCheeseburger
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- Joined: Mon May 18, 2020 6:30 pm
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LtCheeseburger
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Re: NCAA Football 14 RSF File
How did you find the face indices, vertex block, get vertices? I've looked at countless videos and read the tutorials on here countless times and i havent gotten anywhere.
- shakotay2
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Re: NCAA Football 14 RSF File
"countless"? Really? I can't believe it since this is a very simple mesh format (except for the uvs). Once you've found the "scrambled alphabet" (face indices) there's no great hurdle any more to get the first submesh. (May be a little bit more difficult in case it's the first 3D format you deal with. Detecting Big Endian as used data format for console games should not be a surprise, though.)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
-
LtCheeseburger
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- Joined: Mon May 18, 2020 6:30 pm
- Has thanked: 2 times
Re: NCAA Football 14 RSF File
Im sort of new to this just trying to learn the ropes.shakotay2 wrote: ↑Wed May 20, 2020 6:54 pm "countless"? Really? I can't believe it since this is a very simple mesh format (except for the uvs). Once you've found the "scrambled alphabet" (face indices) there's no great hurdle any more to get the first submesh. (May be a little bit more difficult in case it's the first 3D format you deal with. Detecting Big Endian as used data format for console games should not be a surprise, though.)
- shakotay2
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- Posts: 4299
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Re: NCAA Football 14 RSF File
This format (except for the uvs, as I wrote) is very good to learn from, imho.
Simple strings lead the way, "STRM", "INDX" :
Or calculate addr of next submesh:
first submesh start: 0x1d4
205x40=8200 (dec.)= 0x2008, size of vertex block
0x1d4+0x2008= 0x21dc -> "STRM"
You'll need to add 0x15 (don't ask me why, matter of the format
) to get the next submesh (SM) address:
0x1BF +0x15 -> 0x1d4, SM1
0x21DC -> 0x21F1, SM2
0x4221 -> 0x4236, SM3
Further "STRM" strings at:
0x4F56, 0x91AB, 0xB6A0, 0xB755, 0xC76E, 0xD79B, 0xDE40, 0xFF25, 0x111AA
-------------------------
face index (FI) blocks:
0x11224 +756x2 (dec.)= 0x1180C -> "INDX", add 0x11 to get the start address of the next FI block
+0x11 = 0x1181d, end of FI block: 0x11cd9
Copy the following 6 lines into an empty txt file, rename it to whatever.H2O, load mesh then H2O file into hex2obj:
0x1181D 606
Vb1
40 24
0x21F1 206
120100
0x0 255
.
Simple strings lead the way, "STRM", "INDX" :
Or calculate addr of next submesh:
first submesh start: 0x1d4
205x40=8200 (dec.)= 0x2008, size of vertex block
0x1d4+0x2008= 0x21dc -> "STRM"
You'll need to add 0x15 (don't ask me why, matter of the format
0x1BF +0x15 -> 0x1d4, SM1
0x21DC -> 0x21F1, SM2
0x4221 -> 0x4236, SM3
Further "STRM" strings at:
0x4F56, 0x91AB, 0xB6A0, 0xB755, 0xC76E, 0xD79B, 0xDE40, 0xFF25, 0x111AA
-------------------------
face index (FI) blocks:
0x11224 +756x2 (dec.)= 0x1180C -> "INDX", add 0x11 to get the start address of the next FI block
+0x11 = 0x1181d, end of FI block: 0x11cd9
Copy the following 6 lines into an empty txt file, rename it to whatever.H2O, load mesh then H2O file into hex2obj:
0x1181D 606
Vb1
40 24
0x21F1 206
120100
0x0 255
.
You do not have the required permissions to view the files attached to this post.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
