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| Very Basic model format conversion (Shaiya) | |
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| Topic Started: Feb 16 2016, 10:39 PM (312 Views) | |
| ERI619 | Feb 16 2016, 10:39 PM Post #1 |
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レインメーカ
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In this tutorial you will learn the VERY basic way to convert a 3d model into verts that can be loaded into a 3d application. I hope to expand on these tutorials and use better tools to automate the job and code it completely proper. for this tutorial you will need a few tools 1. Float 2 text http://forum.xentax.com/download/file.php?id=1888 2. HxD (free hex editor) 3 excel (2007) 4 Deep exploration (program able to view an obj with just verts 5 some shaiya model files. http://forum.xentax.com/download/file.php?id=2187 1) Ok so open the model folder after you extract them and open the file demf_boots001.3DC in the program HxD 2)Now if we know the model format lets see how to break it down
3) a dword is 4 bytes a 32 bit float (these are 32 bit floats) is equal to 4 bytes float_X is the number of floats in a row so float_2 would be 8 bytes and a byte is 1 byte a word is 2 bytes 4) So knowing this lets look at the first line dword constant00 this tells us our first 4 bytes are 00 and if we check this they are Image 5) The next line is dword numBones so the Number of bones is in the next 4 bytes which shows us 2C 00 00 00 so that converts into 00 00 00 2C and 2C in decimal is 44 so now we know we have 44 bones Image 6) The next part is struct Bone { float_16 Matrix4X4 } so this means we have a float which is 4 bytes then the underscore 16 means each bone has 16 floats so in decimal we do 4 x 16 = 64 then we convert this number to hex which is 0x40 we multiply 0x40 bye the number of bones 2C and we get B00 If you highlight this section you should get a screen looking just like mine 7) The next line is dword numVerts this means the next 4 bytes tell us how many verts we will have in our model so we take AE 01 00 00 and convert it to 00 00 01 AE and that equals 430 so there are 430 vertexes. Image 8 The next line is the most important for the tutorial float_3 CoordXYZ this means we have a float which is 4 bytes and we have 3 in a row representing x , y z coordinates. so our first set of cordiantes should look like this X)FE F8 A1 BE Y)00 00 C8 36 Z)4A CA BF BD Image 9) The next line float Weight means the next 4 bytes are the weighting information 00 00 80 3F 10) the next 4 lines tell us what bones our weighting information has influence on byte BoneID01 byte BoneID02 byte NULL1 byte NULL2 22 00 00 00 break these apart byte by byte so this vertex is effected bye bone 22 and 00 you can ignore the NULL parts 11)This next line tells us our normal coordinates float_3 NormalXYZ it is a float value so its 4 bytes and it is in a series of 3 so its 12 bytes total X)08 7D 7D BF Y)E2 5A 0D 3E Z)AC 99 B1 BC 12) The last line of the vertex definition tells us our UV coordinates. float_2 TexCoordUV U)BB DA 08 3F V)F2 60 7A 3F so it is again a float of 4 bytes and there are 2 in a row so it is 8 bytes total 13) The next line tells us how many faces we have dword numFaces so it is a dword of 4 bytes 98 01 00 00 so convert it to 00 00 01 98 and in decimal that is 408 so we have 408 Faces 14)The next 2 lines tell us the face structure struct Face { word_3 FaceIndices123 } so we have a word 2 bytes and 3 in a row so thats 6 bytes so 408 / 3 = 158 15) Now to the converting the vertex part highlight the whole vertex section and copy it into a new hxd file called vertex.dat start offset B0C end offset 4E3B length 4330 16)now we use float2txt on our dat file float2txt.exe vertex.dat vertex.txt 10 we take the arguments float2txt.exe input file output file number of floats we choose 10 because there are 10 groups of 4 bytes that make up our vertex structure. 17)now we open excel and it will ask is this a delimited file choose tab and space check boxes and hit import. you will end up with columns a - j 18)delete columns d - j so you are only left with a b and c inert a column before a and fill it with the letter v until you reach the end of your vertex list (line 430) 19) save the file as a csv file open the file in hxd do a replace and replace in hex 2C with 20 and save the file as testobj.txt 20)now open your file in wordpad and paste the following header
and at the end of your file put
21)Open your file in deep exploration and see the boots :) Attachment http://forum.xentax.com/download/file.php?id=2379 Originally Posted by chroxx at Xentax Source-http://forum.xentax.com/viewtopic.php?f=29&t=3739 Edited by ERI619, Feb 16 2016, 10:43 PM.
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6:35 AM Jul 11