big thanks to alera!!
.ZMD Model (strange header...)
.ZMD Model (strange header...)
figured it out 
big thanks to alera!!
big thanks to alera!!
Last edited by Rubix on Sat Jun 16, 2007 3:29 am, edited 2 times in total.
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I don't understand the file but some of it is clear
the file seems to have more than just the box you rendered, it has 132 vertices total, and I believe some vertices are also at the top
string
{
int32 NumChars
char* string
}
at offset 639 is some sort of index, right before it is a int32 indicating the number of entries
index
{
short index entry
}
then there is one vertex for each index entry(132)
the vertex structure is as described in the first string of the file
vertex size : 64 bytes - 8448 bytes total
then there is some more floats and the name of the texture, fiel then ends
the structure that the strings lay out seem to indicate some sort of hierarchy, like a graph and its sub nodes,, so maybe the floats at the beginning of the file are the transformation matrices or something, I don't know :(
Scene_Root
{
_00
{
_Box
{
NULL // an empty node?
{
}
_Box_Obj
{
*matrix index and all that stuff*
*texture filename*
}
} // end of _Box
} // end of _00
} // End of scene root
the file seems to have more than just the box you rendered, it has 132 vertices total, and I believe some vertices are also at the top
string
{
int32 NumChars
char* string
}
at offset 639 is some sort of index, right before it is a int32 indicating the number of entries
index
{
short index entry
}
then there is one vertex for each index entry(132)
the vertex structure is as described in the first string of the file
vertex size : 64 bytes - 8448 bytes total
then there is some more floats and the name of the texture, fiel then ends
the structure that the strings lay out seem to indicate some sort of hierarchy, like a graph and its sub nodes,, so maybe the floats at the beginning of the file are the transformation matrices or something, I don't know :(
Scene_Root
{
_00
{
_Box
{
NULL // an empty node?
{
}
_Box_Obj
{
*matrix index and all that stuff*
*texture filename*
}
} // end of _Box
} // end of _00
} // End of scene root
