Rusty Hearts

Post questions about game models here, or help out others!
finale00
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Rusty Hearts

Post by finale00 »

The contents of this post was deleted because of possible forum rules violation.
Last edited by finale00 on Wed Aug 10, 2011 8:38 pm, edited 2 times in total.
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Re: Rusty Hearts

Post by chrrox »

the format is very simple just need to parse the skeleton and it should be done.
the motion is in the .ma files.
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Re: Rusty Hearts

Post by chrrox »

Here is a 3ds max importer
Supported so far
Verts,Normals,UV's,Faces
Image
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Re: Rusty Hearts

Post by finale00 »

Hmm, is there way to parse the file without jumping from offset to offset? Or is that how the format is structured? (I notice many of your scripts store offsets and then jump around to store data. Don't know if this is just something that is convenient in max script)
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Re: Rusty Hearts

Post by chrrox »

There is a Chunk Table at the start of this file that gives the offset , size , and chunk type.
i just seek to chunk type 6 mesh
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Re: Rusty Hearts

Post by finale00 »

Hmm, chunk table. Guess I haven't seen many of those to recognize it.
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Re: Rusty Hearts

Post by chrrox »

it just gives an id string
then it gives a version?
then it gives the number of chunks
then there is a list of offsets * the number of chunks
then a list of the chunk size * the number of chunks
then there is a chunk id/type * the number of chunks

i just store these in an array then loop through them and when chunk type == 6 go to that offset and read the mesh.

i am not sure where you are confused.
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Re: Rusty Hearts

Post by finale00 »

I got the chunk table part after looking at the script. Didn't know what it was when I first looked at it.
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Re: Rusty Hearts

Post by CriticalError »

finale00 wrote:I got the chunk table part after looking at the script. Didn't know what it was when I first looked at it.
the importer just don't do nothing, don't know why, just try import Mgm files and nothing happened anyway thanks for Importer CHROX
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Re: Rusty Hearts

Post by chrrox »

this adds bones no weights yet because i am not sure on how the bone id's work yet.
thanks to help from reveal8n
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Re: Rusty Hearts

Post by CriticalError »

well don't know really, I only get bones in MAX and you show a picture up with model working :S
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Re: Rusty Hearts

Post by chrrox »

what file are you loading?
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Re: Rusty Hearts

Post by Karpati »

chrrox wrote:what file are you loading?
Try the sample files at the first post. Most of these files have type 5 not type 6. :wink:

Type 5 has an extra 9 floats before the Vertices datas.
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Re: Rusty Hearts

Post by finale00 »

chrrox has the client and I'm guessing he's only interested in doing characters lol
I only uploaded small stuff like items, which happen to be type 5. Skinned vs unskinned maybe?
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Re: Rusty Hearts

Post by Karpati »

finale00 wrote:I only uploaded small stuff like items, which happen to be type 5. Skinned vs unskinned maybe?
As I tried the Type 5 works as Type 6 except the Type 5 has an extra 9 floats before the Vertices datas.

I downloaded the public client but I don't know how can I extract the .pck files under Vista 64.
I tried the pwpack.exe, but nothing happened.
Last edited by Karpati on Wed Aug 10, 2011 5:01 pm, edited 1 time in total.
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