vertex_count * 8 bytes > u,v values each 4 bytes signed integer.vertex_count * 3 bytes > normal values each 1 signed byte. ![]() vertex_count * 12 bytes > x,y,z values each 4 bytes signed integer.Now I'll explain what I managed to figure out so far regarding these chunks. This chunk seems to lack chunk_size value. (Monsters come in various elements in the game.) Each element seems to be using a single texture for the entire model, 3D geometry is common for each element. Textures chunk which contains PNG images for different elements.PLM chunk which contains bones and animation data I think, this needs figuring out the most.Weights seem to be 1 joint assignment per vertex. PMM chunk which contains vertices, indices, normals, uvs and weights data.First chunk is a short unknown chunk, probably some kind of header.Let's say the file consists of chunks, each chunk has 4 byte integer size value, then this size amount of bytes. (It's been a while since I worked on these so I may remember a few things wrong.) The formats are in LITTLE_ENDIAN. There were a few exceptions like "special_mdl_irene.dat" which have slight differences but generally the format goes like the following. Buildings/stages seem to be using a different format. In this game most monsters have "awakened" form and their name has "_hr" in it like "unit_mdl_archangel_hr.dat". There are many different formats but the ones for units are of "dat" extension and go like "unit_mdl_archangel.dat". It's a mobile game and downloads lots of files. I kind of quit trying to figure out so perhaps more people can continue with this. Someone offered help and asked me to share how I ripped this game's models so I decided to open this thread for those interested.
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