Just Cause 2 Models for new Multiplayer Mod
Posted: Mon Jul 16, 2012 7:38 pm
Hi
I have written a .rbm exporter/importer for just cause 2 that converts to .obj files. Currently a game file can be converted and then opened with correct texture an uv's in a 3D program such as blender. A new model can then be exported to the game engine and viewed in the game. So far I have been able to successfully locate, vertex positions, vertex uv's, face indices and then textures for the model.
The issue is that there are four an additional floats which I have can't work out what they might be and greatly affect the models shading. If i give them the same value when in the game the model from certain directions looks fully reflective while on another is shaded correctly. This made me think it was the vertex normal or environment mapping etc, however the values range from -60000 to 60000 each.
Here are a couple of examples:
30085.0 9541.219 64098.453 55353.27
10713.582 10713.582 -56277.523 56277.523
402.5078 402.5078 -27393.492 27393.492
I know that data means as much to you as it means to me, however I was wondering if anyone encounter normals being stored using four floats.
I had heard of them being able to be stored as just two floats however all four values have to be correct for it to render correctly in the game.
Here are some screens:


Just Wondering if someone could give me some hints on what this data might be, cause I have been stumped all day.
Thanks Jake
I have written a .rbm exporter/importer for just cause 2 that converts to .obj files. Currently a game file can be converted and then opened with correct texture an uv's in a 3D program such as blender. A new model can then be exported to the game engine and viewed in the game. So far I have been able to successfully locate, vertex positions, vertex uv's, face indices and then textures for the model.
The issue is that there are four an additional floats which I have can't work out what they might be and greatly affect the models shading. If i give them the same value when in the game the model from certain directions looks fully reflective while on another is shaded correctly. This made me think it was the vertex normal or environment mapping etc, however the values range from -60000 to 60000 each.
Here are a couple of examples:
30085.0 9541.219 64098.453 55353.27
10713.582 10713.582 -56277.523 56277.523
402.5078 402.5078 -27393.492 27393.492
I know that data means as much to you as it means to me, however I was wondering if anyone encounter normals being stored using four floats.
I had heard of them being able to be stored as just two floats however all four values have to be correct for it to render correctly in the game.
Here are some screens:


Just Wondering if someone could give me some hints on what this data might be, cause I have been stumped all day.
Thanks Jake