Re: Mafia 2 models [pc]
Posted: Tue Nov 16, 2010 10:59 am
Nice, I've been waiting for some time for this to happen. Any plans for an export plugin or a Max script for the game?
Yeah, pretty much so. Which explains why it took a very long time for IV's model formats to be cracked, and as of today it still isn't fully documented.I don't have max... and there's too much unknown stuff (collision models, LOD related structures, lights, ...)
the fileformat is pretty complicated (almost as bad as GTA4's). maybe oleg(zmodeler) takes a look at it some time...
What do you mean "can not add textures"?lUIGUIPIETRO wrote:Tosik I can not add textures
I had a problem with 3DS Max. I can now add textures.Tosyk wrote:What do you mean "can not add textures"?lUIGUIPIETRO wrote:Tosik I can not add textures
1 - you can't add textures to model?
just drag to mesh from material editor
2 - you can't add textures to 3ds max\maya\xsi\blender?
just add to material editor

Tosyk wrote:January 29th, 2011 - 09:32
Right now i’m analyzed structure of arpatro.Object05.L0.dae (converted by M2ObjMC) and arpatro.Object05.L0.dae (converted by Mafia2ModelDumper) from arpatro.sds. And I must admit that there is no logical connection between all material/object/texture files inside arpatro.sds, or maybe this information encrypted.
Mafia2ModelDumper converting in *.dae only one object (with Multimaterial, like you said).
M2ObjMC separating by material and converting in *.dae separated objects.
But not in the first case and not in the second there is no information on which object which texture you should apply to.
So for now you must looking for object’s texture by object’s UV.
the link above in my last post is from the offical author of the program it has no virusRoadTrain wrote:Can anyone provide a link to M2ObjMC since one I've found contains a virus?
http://www.virustotal.com/file-scan/rep ... 1299658108
Oh my antivir Avast! detects a virus there.ReeceMix wrote:the link above in my last post is from the offical author of the program it has no virusRoadTrain wrote:Can anyone provide a link to M2ObjMC since one I've found contains a virus?
http://www.virustotal.com/file-scan/rep ... 1299658108
Can u please somehow modify ur programm to export which dae belongs to which dds?OK, “mafia ii\edit\materials\default.mtl” is the materials library containing all the texture-names.
“mafia2modeldumper\release\Mafia2Tool\FileFormats\MaterialLibrary.cs” is the source code to load this material library.
In “MaterialInfoEntry.cs” there is imported a 64-bit “MaterialHash” for each group of triangles. With this Hash-Key you can query the materials library to find the textures.
In file “BaseComponent.cs”, there is a “TransformMatrix” for each objects, that tells exactly where to place and orient that object. In my tests, I had to scale the dae’s by before applying the matrix.
er… the missing scale factor from above is (-0.01, -0.01, 0.01).
The only thing missing for the complete city are the shared objects like trees etc.
They are stored in city_crash.sds, but the exported dae’s of the foliage seems to be corrupt. Maybe you can help here…
Has there been any progress in assigning the correct dds UVs to the dae models?OK, “mafia ii\edit\materials\default.mtl” is the materials library containing all the texture-names.
“mafia2modeldumper\release\Mafia2Tool\FileFormats\MaterialLibrary.cs” is the source code to load this material library.
In “MaterialInfoEntry.cs” there is imported a 64-bit “MaterialHash” for each group of triangles. With this Hash-Key you can query the materials library to find the textures.
In file “BaseComponent.cs”, there is a “TransformMatrix” for each objects, that tells exactly where to place and orient that object. In my tests, I had to scale the dae’s by before applying the matrix.
